Nicer map creation with walls.

This commit is contained in:
Linus Probert 2017-12-05 08:13:28 +01:00
parent 0b376a4998
commit f5a23d6798
7 changed files with 115 additions and 49 deletions

10
TODO.txt Normal file
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@ -0,0 +1,10 @@
x Add walls and stuff to maps
- Implement simple box collisions
- Add enemies (generated through lua)
- Htting enemies
- Moving enemies
- Lower levels
- XP
- gui
- Items
- More gui

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@ -1,24 +1,46 @@
function add_tiles_to_room (map, room_x, room_y, texture)
for i=0,11 do
for j=0,15 do
function add_tiles_to_room (map, texture)
for i=0,15 do
for j=0,11 do
if (i >= 1 and i <= 14 and j >= 1 and j <= 10) then
if (i == 1 and j == 1) then
add_tile(map, i, j, texture, 0, 48, false)
elseif (i == 1 and j == 10) then
add_tile(map, i, j, texture, 0, 80, false)
elseif (i == 14 and j == 1) then
add_tile(map, i, j, texture, 32, 48, false)
elseif (i == 14 and j == 10) then
add_tile(map, i, j, texture, 32, 80, false)
elseif (i == 1) then
add_tile(map, i, j, texture, 0, 64, false)
elseif (j == 1) then
add_tile(map, i, j, texture, 16, 48, false)
elseif (i == 14) then
add_tile(map, i, j, texture, 32, 64, false)
elseif (j == 10) then
add_tile(map, i, j, texture, 16, 80, false)
else
add_tile(map, i, j, texture, 16, 64, false)
end
end
end
end
end
function add_walls_to_room (map, texture)
for i=0,15 do
for j=0,11 do
if (i == 0 and j == 0) then
add_tile(map, room_x, room_y, i, j, texture, 0, 48)
elseif (i == 11 and j == 0) then
add_tile(map, room_x, room_y, i, j, texture, 0, 80)
elseif (i == 0 and j == 15) then
add_tile(map, room_x, room_y, i, j, texture, 32, 48)
elseif (i == 11 and j == 15) then
add_tile(map, room_x, room_y, i, j, texture, 32, 80)
elseif (i == 0) then
add_tile(map, room_x, room_y, i, j, texture, 16, 48)
elseif (j == 0) then
add_tile(map, room_x, room_y, i, j, texture, 0, 64)
elseif (i == 11) then
add_tile(map, room_x, room_y, i, j, texture, 16, 80)
elseif (j == 15) then
add_tile(map, room_x, room_y, i, j, texture, 32, 64)
else
add_tile(map, room_x, room_y, i, j, texture, 16, 64)
add_tile(map, i, j, texture, 0, 48, true)
elseif (i == 15 and j == 0) then
add_tile(map, i, j, texture, 32, 48, true)
elseif (i == 0 and j == 11) then
add_tile(map, i, j, texture, 0, 80, true)
elseif (i == 15 and j == 11) then
add_tile(map, i, j, texture, 32, 80, true)
elseif (i == 0 or i == 15) then
add_tile(map, i, j, texture, 0, 64, true)
elseif (j == 0 or j == 11) then
add_tile(map, i, j, texture, 16, 48, true)
end
end
end
@ -29,9 +51,12 @@ map = create_map()
-- add_tile(map, 1, 2, 3)
local floorTexture = add_texture(map, "assets/Objects/Floor.png")
local wallTexture = add_texture(map, "assets/Objects/Wall.png")
for i=0,9 do
for j=0,9 do
add_tiles_to_room(map, i, j, floorTexture);
set_current_room(map, i, j);
add_tiles_to_room(map, floorTexture);
add_walls_to_room(map, wallTexture);
end
end

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@ -18,11 +18,15 @@ void camera_follow_position(Camera *cam, Position *pos)
if (pos->x <= 0)
cam->pos.x = 0;
else if (pos->x >= room_width * MAP_H_ROOM_COUNT)
cam->pos.x = room_width * (MAP_H_ROOM_COUNT - 1);
else
cam->pos.x = pos->x - (pos->x % room_width);
if (pos->y <= 0)
cam->pos.y = 0;
else if (pos->y >= room_height * MAP_V_ROOM_COUNT)
cam->pos.y = room_height * (MAP_V_ROOM_COUNT - 1);
else
cam->pos.y = pos->y - (pos->y % room_height);
}

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@ -9,8 +9,8 @@ Room* create_room()
Room *room;
room = ec_malloc(sizeof(Room));
for (i=0; i < MAP_ROOM_HEIGHT; ++i) {
for (j=0; j < MAP_ROOM_WIDTH; ++j) {
for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
room->tiles[i][j] = NULL;
}
}
@ -26,8 +26,8 @@ Map* map_create()
map->currentRoom = (Position) { 0, 0 };
map->level = 1;
for (i=0; i < MAP_V_ROOM_COUNT; ++i) {
for (j=0; j < MAP_H_ROOM_COUNT; ++j) {
for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
map->rooms[i][j] = create_room();
}
}
@ -35,9 +35,10 @@ Map* map_create()
return map;
}
void map_add_tile(Map *map, Position *room_pos, Position *tile_pos, MapTile *tile)
void map_add_tile(Map *map, Position *tile_pos, MapTile *tile)
{
MapTile **oldTile = &map->rooms[room_pos->x][room_pos->y]->tiles[tile_pos->x][tile_pos->y];
const Position *cr = &map->currentRoom;
MapTile **oldTile = &map->rooms[cr->x][cr->y]->tiles[tile_pos->x][tile_pos->y];
if (*oldTile != NULL) {
free(*oldTile);
*oldTile = NULL;
@ -87,11 +88,11 @@ void map_render(Map *map, Camera *cam)
};
room = map->rooms[roomPos.x][roomPos.y];
for (i=0; i < MAP_ROOM_HEIGHT; ++i) {
for (j=0; j < MAP_ROOM_WIDTH; ++j) {
for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
Position tilePos = (Position) {
roomCords.x + j*TILE_DIMENSION,
roomCords.y + i*TILE_DIMENSION
roomCords.x + i*TILE_DIMENSION,
roomCords.y + j*TILE_DIMENSION
};
map_tile_render(map, room->tiles[i][j], &tilePos, cam);
}
@ -118,14 +119,19 @@ void map_set_current_room(Map *map, Position *pos)
unsigned int room_cord_y = pos->y - (pos->y % room_height);
map->currentRoom.y = room_cord_y / room_height;
}
if (map->currentRoom.x >= MAP_H_ROOM_COUNT)
map->currentRoom.x = MAP_H_ROOM_COUNT - 1;
if (map->currentRoom.y >= MAP_V_ROOM_COUNT)
map->currentRoom.y = MAP_V_ROOM_COUNT - 1;
}
static
void map_room_destroy(Room *room)
{
int i, j;
for (i=0; i < MAP_ROOM_HEIGHT; ++i) {
for (j=0; j < MAP_ROOM_WIDTH; ++j) {
for (i=0; i < MAP_ROOM_WIDTH; ++i) {
for (j=0; j < MAP_ROOM_HEIGHT; ++j) {
if (room->tiles[i][j]) {
free(room->tiles[i][j]);
}
@ -137,8 +143,8 @@ void map_room_destroy(Room *room)
void map_destroy(Map *map)
{
int i, j;
for (i=0; i < MAP_V_ROOM_COUNT; ++i) {
for (j=0; j < MAP_H_ROOM_COUNT; ++j) {
for (i=0; i < MAP_H_ROOM_COUNT; ++i) {
for (j=0; j < MAP_V_ROOM_COUNT; ++j) {
map_room_destroy(map->rooms[i][j]);
}
}

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@ -2,6 +2,7 @@
#define MAP_H_
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <linkedlist.h>
#include "sprite.h"
@ -17,14 +18,15 @@
typedef struct {
unsigned int textureIndex;
SDL_Rect clip;
bool collider;
} MapTile;
typedef struct {
MapTile* tiles[MAP_ROOM_HEIGHT][MAP_ROOM_WIDTH];
MapTile* tiles[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
} Room;
typedef struct {
Room* rooms[MAP_V_ROOM_COUNT][MAP_H_ROOM_COUNT];
Room* rooms[MAP_H_ROOM_COUNT][MAP_V_ROOM_COUNT];
LinkedList *textures;
Position currentRoom;
int level;
@ -34,7 +36,7 @@ Map* map_create();
int map_add_texture(Map*, const char *path, SDL_Renderer*);
void map_add_tile(Map *map, Position *room_pos, Position *tile_pos, MapTile*);
void map_add_tile(Map *map, Position *tile_pos, MapTile*);
void map_render(Map*, Camera*);

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@ -1,4 +1,5 @@
#include <stdio.h>
#include <stdbool.h>
#include <lua.h>
#include <lualib.h>
@ -54,6 +55,21 @@ SDL_Renderer* luaL_checksdlrenderer(lua_State *L)
return renderer;
}
static
int l_map_set_current_room(lua_State *L)
{
Map *map;
unsigned int room_x, room_y;
map = luaL_checkmap(L, 1);
room_x = luaL_checkinteger(L, 2);
room_y = luaL_checkinteger(L, 3);
map->currentRoom = (Position) { room_y, room_x };
return 0;
}
static
int l_add_texture(lua_State *L)
{
@ -74,26 +90,25 @@ static
int l_add_tile(lua_State *L)
{
Map *map;
int room_x, room_y, tile_x, tile_y;
int tile_x, tile_y;
int texture_index, tile_clip_x, tile_clip_y;
bool collider;
map = luaL_checkmap(L, 1);
room_x = luaL_checkinteger(L, 2);
room_y = luaL_checkinteger(L, 3);
tile_x = luaL_checkinteger(L, 4);
tile_y = luaL_checkinteger(L, 5);
texture_index = luaL_checkinteger(L, 6);
tile_clip_x = luaL_checkinteger(L, 7);
tile_clip_y = luaL_checkinteger(L, 8);
tile_x = luaL_checkinteger(L, 2);
tile_y = luaL_checkinteger(L, 3);
texture_index = luaL_checkinteger(L, 4);
tile_clip_x = luaL_checkinteger(L, 5);
tile_clip_y = luaL_checkinteger(L, 6);
collider = lua_toboolean(L, 7);
Position roomPos = (Position) { room_x, room_y };
Position tilePos = (Position) { tile_x, tile_y };
SDL_Rect clip = (SDL_Rect) { tile_clip_x, tile_clip_y, 16, 16 };
MapTile *tile = malloc(sizeof(MapTile));
*tile = (MapTile) { texture_index, clip };
*tile = (MapTile) { texture_index, clip, collider };
map_add_tile(map, &roomPos, &tilePos, tile);
map_add_tile(map, &tilePos, tile);
return 0;
}
@ -125,6 +140,9 @@ Map* map_lua_generator_run(SDL_Renderer *renderer)
lua_pushcfunction(L, l_add_texture);
lua_setglobal(L, "add_texture");
lua_pushcfunction(L, l_map_set_current_room);
lua_setglobal(L, "set_current_room");
result = lua_pcall(L, 0, LUA_MULTRET, 0);
if (result) {
fprintf(stderr, "[!!] Failed to run script: %s\n", lua_tostring(L, -1));

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@ -59,6 +59,7 @@ Sprite* player_create(class_t class, SDL_Renderer *renderer)
}
sprite_load_texture(player, asset, renderer);
player->pos = (Position) { 64, 64 };
player->texture->clip = (SDL_Rect) { 0, 0, 16, 16 };
player->texture->dim = (Dimension) { 64, 64 };
player->handle_event = &handle_player_input;