Added decorations in lua and core
This commit is contained in:
parent
577165a0f6
commit
698c92ae33
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@ -1,3 +1,6 @@
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-- FUNCTIONS
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local random = math.random
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-- CONSTANTS
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local UP = 1
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local LEFT = 2
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@ -6,8 +9,9 @@ local DOWN = 4
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-- Textures
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local textures = {
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floorTexture = nil,
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wallTexture = nil
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floor = nil,
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walls = nil,
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decor = nil,
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}
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local floor = {
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@ -19,7 +23,7 @@ local floor = {
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topleft = nil,
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topright = nil,
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bottomleft = nil,
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bottomright = nil,
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bottomright = nil
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}
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local wall = {
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@ -31,29 +35,81 @@ local wall = {
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horizontal = nil
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}
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local floorDecor = { }
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local wallDecor = { }
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function load_textures(map)
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textures.floorTexture = add_texture(map, "assets/Objects/Floor.png")
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textures.wallTexture = add_texture(map, "assets/Objects/Wall.png")
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textures.floor = add_texture(map, "assets/Objects/Floor.png")
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textures.walls = add_texture(map, "assets/Objects/Wall.png")
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textures.decor = add_texture(map, "assets/Objects/Decor0.png")
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local xo = 0
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local yo = 48
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floor.center = { textures.floorTexture, xo + 16, yo + 16, false }
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floor.top = { textures.floorTexture, xo + 16, yo + 0, false }
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floor.bottom = { textures.floorTexture, xo + 16, yo + 32, false }
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floor.left = { textures.floorTexture, xo + 0, yo + 16, false }
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floor.right = { textures.floorTexture, xo + 32, yo + 16, false }
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floor.topleft = { textures.floorTexture, xo + 0, yo + 0, false }
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floor.topright = { textures.floorTexture, xo + 32, yo + 0, false }
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floor.bottomleft = { textures.floorTexture, xo + 0, yo + 32, false }
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floor.bottomright = { textures.floorTexture, xo + 32, yo + 32, false }
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floor.center = { textures.floor, xo + 16, yo + 16, false }
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floor.top = { textures.floor, xo + 16, yo + 0, false }
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floor.bottom = { textures.floor, xo + 16, yo + 32, false }
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floor.left = { textures.floor, xo + 0, yo + 16, false }
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floor.right = { textures.floor, xo + 32, yo + 16, false }
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floor.topleft = { textures.floor, xo + 0, yo + 0, false }
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floor.topright = { textures.floor, xo + 32, yo + 0, false }
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floor.bottomleft = { textures.floor, xo + 0, yo + 32, false }
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floor.bottomright = { textures.floor, xo + 32, yo + 32, false }
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wall.topleft = { textures.wallTexture, xo + 0, yo + 0, true }
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wall.topright = { textures.wallTexture, xo + 32, yo + 0, true }
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wall.bottomleft = { textures.wallTexture, xo + 0, yo + 32, true }
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wall.bottomright = { textures.wallTexture, xo + 32, yo + 32, true }
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wall.vertical = { textures.wallTexture, xo + 0, yo + 16, true }
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wall.horizontal = { textures.wallTexture, xo + 16, yo + 0, true }
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wall.topleft = { textures.walls, xo + 0, yo + 0, true }
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wall.topright = { textures.walls, xo + 32, yo + 0, true }
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wall.bottomleft = { textures.walls, xo + 0, yo + 32, true }
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wall.bottomright = { textures.walls, xo + 32, yo + 32, true }
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wall.vertical = { textures.walls, xo + 0, yo + 16, true }
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wall.horizontal = { textures.walls, xo + 16, yo + 0, true }
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-- Skulls
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table.insert(floorDecor, { textures.decor, 0, 12 * 16, false })
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table.insert(floorDecor, { textures.decor, 32, 12 * 16, false })
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table.insert(floorDecor, { textures.decor, 0, 13 * 16, false })
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table.insert(floorDecor, { textures.decor, 32, 13 * 16, false })
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-- Bones
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table.insert(floorDecor, { textures.decor, 16, 12 * 16, false })
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table.insert(floorDecor, { textures.decor, 48, 12 * 16, false })
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table.insert(floorDecor, { textures.decor, 16, 13 * 16, false })
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table.insert(floorDecor, { textures.decor, 48, 13 * 16, false })
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-- Urns
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table.insert(floorDecor, { textures.decor, 0 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 5 * 16, 48, true })
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table.insert(floorDecor, { textures.decor, 6 * 16, 48, false })
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table.insert(floorDecor, { textures.decor, 7 * 16, 48, false })
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-- Headstones
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table.insert(floorDecor, { textures.decor, 0 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 17 * 16, true })
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table.insert(floorDecor, { textures.decor, 0 * 16, 18 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 18 * 16, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 18 * 16, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 18 * 16, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 18 * 16, true })
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-- Webs
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table.insert(floorDecor, { textures.decor, 0 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 1 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 2 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 3 * 16, 19 * 16, false })
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table.insert(floorDecor, { textures.decor, 4 * 16, 19 * 16, false })
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-- Altars
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table.insert(floorDecor, { textures.decor, 0 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 1 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 2 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 3 * 16, 20 * 16, true })
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table.insert(floorDecor, { textures.decor, 4 * 16, 20 * 16, true })
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end
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function create_room ()
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@ -66,6 +122,13 @@ function create_room ()
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}
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end
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local function add_random_decor_to_room()
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local decor_count = random(4) - 1
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for i=1,decor_count do
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add_decoration(map, random(11)+1, random(8)+1, unpack(floorDecor[random(#floorDecor)]))
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end
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end
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local function add_tiles_to_room (map)
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for i=0,15 do
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for j=0,11 do
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@ -92,6 +155,8 @@ local function add_tiles_to_room (map)
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end
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end
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end
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add_random_decor_to_room()
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end
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local function add_walls_to_room (map)
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@ -72,7 +72,6 @@ bool initSDL()
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printf("[!!] Unable to initiate img loading: %s\n", IMG_GetError());
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return false;
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}
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return true;
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}
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16
src/map.c
16
src/map.c
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@ -12,6 +12,7 @@ Room* create_room()
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for (i=0; i < MAP_ROOM_WIDTH; ++i) {
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for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
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room->tiles[i][j] = NULL;
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room->decorations[i][j] = NULL;
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}
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}
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return room;
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@ -46,6 +47,17 @@ void map_add_tile(Map *map, Position *tile_pos, MapTile *tile)
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*oldTile = tile;
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}
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void map_add_decoration(Map *map, Position *tile_pos, MapTile *tile)
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{
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const Position *cr = &map->currentRoom;
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MapTile **oldTile = &map->rooms[cr->x][cr->y]->decorations[tile_pos->x][tile_pos->y];
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if (*oldTile != NULL) {
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free(*oldTile);
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*oldTile = NULL;
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}
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*oldTile = tile;
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}
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int map_add_texture(Map *map, const char *path, SDL_Renderer *renderer)
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{
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Texture *t = texture_create(path, renderer);
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@ -103,6 +115,7 @@ void map_render(Map *map, Camera *cam)
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roomCords.y + j*TILE_DIMENSION
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};
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map_tile_render(map, room->tiles[i][j], &tilePos, cam);
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map_tile_render(map, room->decorations[i][j], &tilePos, cam);
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}
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}
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}
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@ -143,6 +156,9 @@ void map_room_destroy(Room *room)
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if (room->tiles[i][j]) {
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free(room->tiles[i][j]);
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}
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if (room->decorations[i][j]) {
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free(room->decorations[i][j]);
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}
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}
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}
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free(room);
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@ -18,6 +18,7 @@ typedef struct MapTile_t {
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typedef struct Room_t {
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MapTile* tiles[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
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MapTile* decorations[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
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} Room;
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typedef struct Map_t {
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@ -33,6 +34,8 @@ int map_add_texture(Map*, const char *path, SDL_Renderer*);
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void map_add_tile(Map *map, Position *tile_pos, MapTile*);
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void map_add_decoration(Map *map, Position *tile_pos, MapTile*);
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void map_render(Map*, Camera*);
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void map_set_current_room(Map*, Position*);
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@ -113,6 +113,32 @@ int l_add_tile(lua_State *L)
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return 0;
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}
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static int l_add_decoration(lua_State *L)
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{
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Map *map;
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int tile_x, tile_y;
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int texture_index, tile_clip_x, tile_clip_y;
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bool collider;
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map = luaL_checkmap(L, 1);
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tile_x = luaL_checkinteger(L, 2);
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tile_y = luaL_checkinteger(L, 3);
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texture_index = luaL_checkinteger(L, 4);
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tile_clip_x = luaL_checkinteger(L, 5);
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tile_clip_y = luaL_checkinteger(L, 6);
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collider = lua_toboolean(L, 7);
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Position tilePos = (Position) { tile_x, tile_y };
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SDL_Rect clip = (SDL_Rect) { tile_clip_x, tile_clip_y, 16, 16 };
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MapTile *tile = malloc(sizeof(MapTile));
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*tile = (MapTile) { texture_index, clip, collider };
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map_add_decoration(map, &tilePos, tile);
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return 0;
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}
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Map* map_lua_generator_run(SDL_Renderer *renderer)
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{
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int status, result;
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@ -137,6 +163,9 @@ Map* map_lua_generator_run(SDL_Renderer *renderer)
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lua_pushcfunction(L, l_add_tile);
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lua_setglobal(L, "add_tile");
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lua_pushcfunction(L, l_add_decoration);
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lua_setglobal(L, "add_decoration");
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lua_pushcfunction(L, l_add_texture);
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lua_setglobal(L, "add_texture");
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@ -21,9 +21,10 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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if (!r->tiles[i][j])
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continue;
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rm->spaces[i][j].occupied = r->tiles[i][j]->collider;
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if (r->tiles[i][j])
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rm->spaces[i][j].occupied = r->tiles[i][j]->collider;
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if (!rm->spaces[i][j].occupied && r->decorations[i][j])
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rm->spaces[i][j].occupied = r->decorations[i][j]->collider;
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}
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}
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}
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