Implement automatic tile creation
This commit is contained in:
parent
c296c8cd08
commit
7bab06b2b6
2
build.rs
2
build.rs
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@ -140,7 +140,7 @@ fn main() {
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let image_197 = superpose(&image_4, &image_193);
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let image_197 = superpose(&image_4, &image_193);
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vec.push(&image_197);
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vec.push(&image_197);
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let image_199 = rotate90(&image_127);
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let image_199 = rotate270(&image_31);
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vec.push(&image_199);
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vec.push(&image_199);
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let image_209 = rotate90(&image_116);
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let image_209 = rotate90(&image_116);
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@ -6,7 +6,8 @@ use sfml::window::mouse::Button;
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use sfml::graphics::{RectangleShape, RenderTarget, Transformable, Color, Shape};
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use sfml::graphics::{RectangleShape, RenderTarget, Transformable, Color, Shape};
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use rusty::engine::renderer::Renderer;
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use rusty::engine::renderer::Renderer;
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use rusty::engine::map::{GraphicTile, CollisionTile, Map};
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use rusty::engine::map::{CollisionTile, Map};
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use rusty::engine::texture::SPRITE_SIZE_I32;
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fn main() {
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fn main() {
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let _ = App::new("Rusty Editor")
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let _ = App::new("Rusty Editor")
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@ -17,7 +18,7 @@ fn main() {
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let mut running = true;
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let mut running = true;
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let mut map = Map::load("./assets/levels/level2.lvl").unwrap();
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let mut map = Map::new(50, 50);//;Map::load("./assets/levels/level2.lvl").unwrap();
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loop {
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loop {
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let top_panel_size = Vector2::new(renderer.window().size().x as f32, 50.0);
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let top_panel_size = Vector2::new(renderer.window().size().x as f32, 50.0);
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@ -39,8 +40,8 @@ fn main() {
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button: Button::Left, x, y,
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button: Button::Left, x, y,
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} => {
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} => {
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if x as f32 >= left_panel_size.x && y as f32 >= top_panel_size.y {
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if x as f32 >= left_panel_size.x && y as f32 >= top_panel_size.y {
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let x = ((x - left_panel_size.x as i32) / 16) as usize;
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let x = ((x - left_panel_size.x as i32) / SPRITE_SIZE_I32) as usize;
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let y = ((y - top_panel_size.y as i32) / 16) as usize;
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let y = ((y - top_panel_size.y as i32) / SPRITE_SIZE_I32) as usize;
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if let Some(tile) = map.tile(y, x) {
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if let Some(tile) = map.tile(y, x) {
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if tile == CollisionTile::empty() {
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if tile == CollisionTile::empty() {
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@ -74,7 +75,7 @@ fn main() {
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for i in 0 .. map.rows() {
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for i in 0 .. map.rows() {
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for j in 0 .. map.cols() {
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for j in 0 .. map.cols() {
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let tile = map.at(i, j);
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let tile = map.at(i, j);
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if tile.graphic != GraphicTile::Hidden {
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if tile.graphic.is_visible() {
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renderer.translate_and_draw(&tile, (left_panel_size.x, top_panel_size.y));
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renderer.translate_and_draw(&tile, (left_panel_size.x, top_panel_size.y));
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}
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}
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}
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}
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@ -82,7 +83,10 @@ fn main() {
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// Draw the border of the map
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// Draw the border of the map
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let mut border = RectangleShape::new();
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let mut border = RectangleShape::new();
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border.set_size(((map.cols() * 16) as f32, (map.rows() * 16) as f32));
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border.set_size(((
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map.cols() * SPRITE_SIZE_I32 as usize) as f32,
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(map.rows() * SPRITE_SIZE_I32 as usize) as f32
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));
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border.set_position((left_panel_size.x, top_panel_size.y));
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border.set_position((left_panel_size.x, top_panel_size.y));
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border.set_fill_color(&Color::rgba(0, 0, 0, 0));
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border.set_fill_color(&Color::rgba(0, 0, 0, 0));
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border.set_outline_color(&Color::rgb(0, 0, 0));
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border.set_outline_color(&Color::rgb(0, 0, 0));
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@ -12,7 +12,7 @@ use sfml::system::Vector2;
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use crate::{Error, Result};
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use crate::{Error, Result};
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use crate::engine::math::{clamp, Matrix};
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use crate::engine::math::{clamp, Matrix};
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use crate::engine::renderer::Drawable;
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use crate::engine::renderer::Drawable;
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use crate::engine::texture::Texture;
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use crate::engine::texture::{Texture, byte_to_index, SPRITE_SIZE_F32, SPRITE_SIZE_I32};
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use crate::engine::character::Damage;
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use crate::engine::character::Damage;
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/// This enum represents if the collision happens on the X axis or the Y axis.
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/// This enum represents if the collision happens on the X axis or the Y axis.
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@ -86,172 +86,104 @@ impl CollisionTile {
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/// This struct represents a renderable tile linking to its part in the tileset texture.
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/// This struct represents a renderable tile linking to its part in the tileset texture.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub enum GraphicTile {
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pub struct GraphicTile(Option<i32>);
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/// There is nothing to draw.
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Hidden,
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/// Top left corner of a solid tile.
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TopLeft,
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/// Top of a solid tile.
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Top,
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/// Top right corner of a solid tile.
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TopRight,
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/// Left of a solid tile.
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Left,
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/// Center of a solid tile.
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Center,
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/// Right of a solid tile.
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Right,
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/// Bottom left corner of a solid tile.
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BottomLeft,
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/// Bottom of a solid tile.
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Bottom,
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/// Bottom right corner of a solid tile.
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BottomRight,
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}
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impl GraphicTile {
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impl GraphicTile {
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/// Returns a graphic tile from a collision tile.
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///
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/// This might be ugly for the moment.
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pub fn from_collision_tile(collision: CollisionTile) -> GraphicTile {
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if collision == CollisionTile::empty() {
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GraphicTile::Hidden
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} else {
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GraphicTile::Center
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}
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}
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/// Checks if a graphic tile has a top border.
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pub fn is_top(self) -> bool {
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match self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a left border.
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pub fn is_left(self) -> bool {
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match self {
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a right border.
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pub fn is_right(self) -> bool {
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match self {
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Checks if a graphic tile has a bottom border.
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pub fn is_bottom(self) -> bool {
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match self {
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => true,
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_ => false,
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}
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}
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/// Creates a vec containing all the non hidden graphic tiles.
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pub fn all() -> Vec<GraphicTile> {
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vec![
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GraphicTile::TopLeft,
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GraphicTile::Top,
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GraphicTile::TopRight,
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GraphicTile::Left,
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GraphicTile::Center,
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GraphicTile::Right,
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GraphicTile::BottomLeft,
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GraphicTile::Bottom,
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GraphicTile::BottomRight,
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]
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}
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/// Creates the correct graphic tile depending on the neighbours.
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/// Creates the correct graphic tile depending on the neighbours.
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///
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///
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/// A none will be considered solid.
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/// A none will be considered solid.
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pub fn from_neighbour_options(
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pub fn from_neighbour_options(
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top_left: Option<CollisionTile>,
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top: Option<CollisionTile>,
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top: Option<CollisionTile>,
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left: Option<CollisionTile>,
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top_right: Option<CollisionTile>,
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right: Option<CollisionTile>,
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right: Option<CollisionTile>,
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bottom_right: Option<CollisionTile>,
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bottom: Option<CollisionTile>,
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bottom: Option<CollisionTile>,
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bottom_left: Option<CollisionTile>,
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left: Option<CollisionTile>,
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) -> GraphicTile {
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) -> GraphicTile {
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GraphicTile::from_neighbours(
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GraphicTile::from_neighbours(
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top_left.unwrap_or_else(CollisionTile::full),
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top.unwrap_or_else(CollisionTile::full),
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top.unwrap_or_else(CollisionTile::full),
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left.unwrap_or_else(CollisionTile::full),
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top_right.unwrap_or_else(CollisionTile::full),
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right.unwrap_or_else(CollisionTile::full),
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right.unwrap_or_else(CollisionTile::full),
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bottom_right.unwrap_or_else(CollisionTile::full),
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bottom.unwrap_or_else(CollisionTile::full),
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bottom.unwrap_or_else(CollisionTile::full),
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bottom_left.unwrap_or_else(CollisionTile::full),
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left.unwrap_or_else(CollisionTile::full),
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)
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)
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}
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}
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/// Creates the correct graphic tile depending on the neighbours.
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/// Creates the correct graphic tile depending on the neighbours.
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pub fn from_neighbours(
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pub fn from_neighbours(
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top_left: CollisionTile,
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top: CollisionTile,
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top: CollisionTile,
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left: CollisionTile,
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top_right: CollisionTile,
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right: CollisionTile,
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right: CollisionTile,
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bottom_right: CollisionTile,
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bottom: CollisionTile,
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bottom: CollisionTile,
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bottom_left: CollisionTile,
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left: CollisionTile,
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) -> GraphicTile {
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) -> GraphicTile {
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let mut all = GraphicTile::all()
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.into_iter()
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.map(|x| (x, true))
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.collect::<Vec<_>>();
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for (ref mut tile, ref mut possible) in &mut all {
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let mut byte = 0;
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if tile.is_top() == (top == CollisionTile::full()) {
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*possible = false;
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if top_left != CollisionTile::full() ||
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left != CollisionTile::full() ||
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top != CollisionTile::full() {
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byte += 1;
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}
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}
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if tile.is_left() == (left == CollisionTile::full()) {
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if top != CollisionTile::full() {
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*possible = false;
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byte += 2;
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}
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}
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if tile.is_right() == (right == CollisionTile::full()) {
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if top_right != CollisionTile::full() ||
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*possible = false;
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top != CollisionTile::full() ||
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right != CollisionTile::full() {
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byte += 4;
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}
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}
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if tile.is_bottom() == (bottom == CollisionTile::full()) {
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if right != CollisionTile::full() {
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*possible = false;
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byte += 8;
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}
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}
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}
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for (tile, possible) in all {
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if bottom_right != CollisionTile::full() ||
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if possible {
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bottom != CollisionTile::full() ||
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return tile;
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right != CollisionTile::full() {
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}
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byte += 16;
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}
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}
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GraphicTile::Center
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if bottom != CollisionTile::full() {
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byte += 32;
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}
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if bottom_left != CollisionTile::full() ||
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bottom != CollisionTile::full() ||
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left != CollisionTile::full() {
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byte += 64;
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}
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if left != CollisionTile::full() {
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byte += 128;
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}
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GraphicTile(Some(byte_to_index(byte)))
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}
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}
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/// Returns the offset to the corresponding graphic tile in the texture.
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/// Returns the offset to the corresponding graphic tile in the texture.
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pub fn offset(self) -> (i32, i32) {
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pub fn offset(self) -> (i32, i32) {
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let vertical = match self {
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match self.0 {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => 0,
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None => (0, 0),
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GraphicTile::Left | GraphicTile::Center | GraphicTile::Right => 16,
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Some(v) => (32 * v, 0)
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GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => 32,
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}
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_ => 0,
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}
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};
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let horizontal = match self {
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/// Returns true if the tile is visible.
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GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => 0,
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pub fn is_visible(&self) -> bool {
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GraphicTile::Top | GraphicTile::Center | GraphicTile::Bottom => 16,
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self.0.is_some()
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GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => 32,
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_ => 0,
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};
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// (horizontal, vertical)
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(vertical, horizontal)
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}
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}
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}
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}
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@ -274,7 +206,7 @@ impl Drawable for PositionedTile {
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fn texture_rect(&self) -> IntRect {
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fn texture_rect(&self) -> IntRect {
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let offset = self.graphic.offset();
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let offset = self.graphic.offset();
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IntRect::new(offset.0, offset.1, 16, 16)
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IntRect::new(offset.0, offset.1, SPRITE_SIZE_I32, SPRITE_SIZE_I32)
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}
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}
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fn position(&self) -> Vector2<f32> {
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fn position(&self) -> Vector2<f32> {
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@ -336,7 +268,7 @@ impl Map {
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let cols = tiles.cols();
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let cols = tiles.cols();
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let mut matrix =
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let mut matrix =
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Matrix::from_size(rows, cols, (CollisionTile::empty(), GraphicTile::Hidden));
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Matrix::from_size(rows, cols, (CollisionTile::empty(), GraphicTile(None)));
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for i in 0..rows {
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for i in 0..rows {
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for j in 0..cols {
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for j in 0..cols {
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@ -346,13 +278,17 @@ impl Map {
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let (i, j) = (i as isize, j as isize);
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let (i, j) = (i as isize, j as isize);
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GraphicTile::from_neighbour_options(
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GraphicTile::from_neighbour_options(
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tiles.get(((i - 1) as usize, (j - 1) as usize)).cloned(),
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tiles.get(((i ) as usize, (j - 1) as usize)).cloned(),
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tiles.get(((i ) as usize, (j - 1) as usize)).cloned(),
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tiles.get(((i - 1) as usize, (j) as usize)).cloned(),
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tiles.get(((i + 1) as usize, (j - 1) as usize)).cloned(),
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tiles.get(((i + 1) as usize, (j ) as usize)).cloned(),
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tiles.get(((i + 1) as usize, (j ) as usize)).cloned(),
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tiles.get(((i + 1) as usize, (j + 1) as usize)).cloned(),
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tiles.get(((i ) as usize, (j + 1) as usize)).cloned(),
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tiles.get(((i ) as usize, (j + 1) as usize)).cloned(),
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tiles.get(((i - 1) as usize, (j + 1) as usize)).cloned(),
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tiles.get(((i - 1) as usize, (j ) as usize)).cloned(),
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)
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)
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} else {
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} else {
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GraphicTile::Hidden
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GraphicTile(None)
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};
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};
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matrix[(i, j)] = (tiles[(i, j)], graphic);
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matrix[(i, j)] = (tiles[(i, j)], graphic);
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@ -365,6 +301,24 @@ impl Map {
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}
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}
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}
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}
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/// Returns the graphic tile corresponding to the collision tiles.
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pub fn graphic_tile(&self, i: usize, j: usize) -> GraphicTile {
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if self.tiles[(i, j)].0 == CollisionTile::full() {
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GraphicTile::from_neighbour_options(
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self.tiles.get(((i - 1) as usize, (j - 1) as usize)).map(|x| x.0),
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self.tiles.get(((i - 1) as usize, (j ) as usize)).map(|x| x.0),
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self.tiles.get(((i - 1) as usize, (j + 1) as usize)).map(|x| x.0),
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self.tiles.get(((i ) as usize, (j + 1) as usize)).map(|x| x.0),
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||||||
|
self.tiles.get(((i + 1) as usize, (j + 1) as usize)).map(|x| x.0),
|
||||||
|
self.tiles.get(((i + 1) as usize, (j ) as usize)).map(|x| x.0),
|
||||||
|
self.tiles.get(((i + 1) as usize, (j - 1) as usize)).map(|x| x.0),
|
||||||
|
self.tiles.get(((i ) as usize, (j - 1) as usize)).map(|x| x.0),
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
GraphicTile(None)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Returns a tile of the map.
|
/// Returns a tile of the map.
|
||||||
pub fn tile(&self, i: usize, j: usize) -> Option<CollisionTile> {
|
pub fn tile(&self, i: usize, j: usize) -> Option<CollisionTile> {
|
||||||
self.tiles.get((i, j)).map(|x| x.0)
|
self.tiles.get((i, j)).map(|x| x.0)
|
||||||
|
@ -372,7 +326,14 @@ impl Map {
|
||||||
|
|
||||||
/// Changes a tile of the map.
|
/// Changes a tile of the map.
|
||||||
pub fn set_tile(&mut self, i: usize, j: usize, tile: CollisionTile) {
|
pub fn set_tile(&mut self, i: usize, j: usize, tile: CollisionTile) {
|
||||||
self.tiles[(i, j)] = (tile, GraphicTile::from_collision_tile(tile));
|
self.tiles[(i, j)] = (tile, GraphicTile(None));
|
||||||
|
for i in (i - 1) ..= (i + 1) {
|
||||||
|
for j in (j - 1) ..= (j + 1) {
|
||||||
|
if self.tiles.get((i, j)).is_some() {
|
||||||
|
self.tiles[(i, j)].1 = self.graphic_tile(i, j);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Finds a possible entrance.
|
/// Finds a possible entrance.
|
||||||
|
@ -390,7 +351,7 @@ impl Map {
|
||||||
PositionedTile {
|
PositionedTile {
|
||||||
collision: self.tiles[(row, col)].0,
|
collision: self.tiles[(row, col)].0,
|
||||||
graphic: self.tiles[(row, col)].1,
|
graphic: self.tiles[(row, col)].1,
|
||||||
position: (col as f32 * 16.0, row as f32 * 16.0),
|
position: (col as f32 * SPRITE_SIZE_F32, row as f32 * SPRITE_SIZE_F32),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -418,11 +379,11 @@ impl Map {
|
||||||
let cols = self.tiles.cols() - 1;
|
let cols = self.tiles.cols() - 1;
|
||||||
let rows = self.tiles.rows() - 1;
|
let rows = self.tiles.rows() - 1;
|
||||||
|
|
||||||
let min_col = clamp(new.left / 16.0, 0.0, cols as f32) as usize;
|
let min_col = clamp(new.left / SPRITE_SIZE_F32, 0.0, cols as f32) as usize;
|
||||||
let min_row = clamp(new.top / 16.0, 0.0, rows as f32) as usize;
|
let min_row = clamp(new.top / SPRITE_SIZE_F32, 0.0, rows as f32) as usize;
|
||||||
|
|
||||||
let max_col = clamp((new.left + new.width) / 16.0, 0.0, cols as f32) as usize;
|
let max_col = clamp((new.left + new.width) / SPRITE_SIZE_F32, 0.0, cols as f32) as usize;
|
||||||
let max_row = clamp((new.top + new.height) / 16.0, 0.0, rows as f32) as usize;
|
let max_row = clamp((new.top + new.height) / SPRITE_SIZE_F32, 0.0, rows as f32) as usize;
|
||||||
|
|
||||||
let mut collision_x = false;
|
let mut collision_x = false;
|
||||||
let mut collision_y = false;
|
let mut collision_y = false;
|
||||||
|
@ -430,10 +391,10 @@ impl Map {
|
||||||
|
|
||||||
for col in min_col..=max_col {
|
for col in min_col..=max_col {
|
||||||
for row in min_row..=max_row {
|
for row in min_row..=max_row {
|
||||||
let tile_left = col as f32 * 16.0;
|
let tile_left = col as f32 * SPRITE_SIZE_F32;
|
||||||
let tile_top = row as f32 * 16.0;
|
let tile_top = row as f32 * SPRITE_SIZE_F32;
|
||||||
|
|
||||||
let tile = FloatRect::new(tile_left, tile_top, 16.0, 16.0);
|
let tile = FloatRect::new(tile_left, tile_top, SPRITE_SIZE_F32, SPRITE_SIZE_F32);
|
||||||
|
|
||||||
if !overlap(new, tile) {
|
if !overlap(new, tile) {
|
||||||
continue;
|
continue;
|
||||||
|
@ -467,11 +428,11 @@ impl Map {
|
||||||
|
|
||||||
// Collisions between left and left wall
|
// Collisions between left and left wall
|
||||||
if self.tiles[(row, col)].0.from_right
|
if self.tiles[(row, col)].0.from_right
|
||||||
&& old.left >= tile_left + 16.0
|
&& old.left >= tile_left + SPRITE_SIZE_F32
|
||||||
&& new.left <= tile_left + 16.0
|
&& new.left <= tile_left + SPRITE_SIZE_F32
|
||||||
{
|
{
|
||||||
collision_x = true;
|
collision_x = true;
|
||||||
new.left = tile_left + 16.0;
|
new.left = tile_left + SPRITE_SIZE_F32;
|
||||||
}
|
}
|
||||||
|
|
||||||
if !overlap(new, tile) {
|
if !overlap(new, tile) {
|
||||||
|
@ -480,11 +441,11 @@ impl Map {
|
||||||
|
|
||||||
// Collisions between head and roof
|
// Collisions between head and roof
|
||||||
if self.tiles[(row, col)].0.from_bottom
|
if self.tiles[(row, col)].0.from_bottom
|
||||||
&& old.top >= tile_top + 16.0
|
&& old.top >= tile_top + SPRITE_SIZE_F32
|
||||||
&& new.top <= tile_top + 16.0
|
&& new.top <= tile_top + SPRITE_SIZE_F32
|
||||||
{
|
{
|
||||||
collision_y = true;
|
collision_y = true;
|
||||||
new.top = tile_top + 16.0;
|
new.top = tile_top + SPRITE_SIZE_F32;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -496,14 +457,14 @@ impl Map {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Collision between the player and right border of the level
|
// Collision between the player and right border of the level
|
||||||
if new.left > cols as f32 * 16.0 {
|
if new.left > cols as f32 * SPRITE_SIZE_F32 {
|
||||||
new.left = cols as f32 * 16.0;
|
new.left = cols as f32 * SPRITE_SIZE_F32;
|
||||||
collision_x = true;
|
collision_x = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Collision between the player and the void
|
// Collision between the player and the void
|
||||||
if new.top > self.tiles.rows() as f32 * 16.0 {
|
if new.top > self.tiles.rows() as f32 * SPRITE_SIZE_F32 {
|
||||||
new.top = self.tiles.rows() as f32 * 16.0;
|
new.top = self.tiles.rows() as f32 * SPRITE_SIZE_F32;
|
||||||
collision_y = true;
|
collision_y = true;
|
||||||
damage = Damage::Death;
|
damage = Damage::Death;
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,7 +6,6 @@ use sfml::window::{Event, Style};
|
||||||
|
|
||||||
use sfml::system::Vector2;
|
use sfml::system::Vector2;
|
||||||
|
|
||||||
use crate::engine::map::GraphicTile;
|
|
||||||
use crate::engine::scene::Scene;
|
use crate::engine::scene::Scene;
|
||||||
use crate::engine::texture::{Texture, TextureManager};
|
use crate::engine::texture::{Texture, TextureManager};
|
||||||
|
|
||||||
|
@ -101,7 +100,7 @@ impl Renderer {
|
||||||
for i in 0..rows {
|
for i in 0..rows {
|
||||||
for j in 0..cols {
|
for j in 0..cols {
|
||||||
let tile = map.at(i, j);
|
let tile = map.at(i, j);
|
||||||
if tile.graphic != GraphicTile::Hidden {
|
if tile.graphic.is_visible() {
|
||||||
self.draw(&tile);
|
self.draw(&tile);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,6 +4,7 @@ use sfml::graphics::View;
|
||||||
use sfml::system::Vector2;
|
use sfml::system::Vector2;
|
||||||
use sfml::window::Event;
|
use sfml::window::Event;
|
||||||
|
|
||||||
|
use crate::engine::texture::SPRITE_SIZE_F32;
|
||||||
use crate::engine::character::Character;
|
use crate::engine::character::Character;
|
||||||
use crate::engine::map::Map;
|
use crate::engine::map::Map;
|
||||||
|
|
||||||
|
@ -38,8 +39,8 @@ impl Scene {
|
||||||
/// Adds a character to the scene.
|
/// Adds a character to the scene.
|
||||||
pub fn add(&mut self, character: Character) {
|
pub fn add(&mut self, character: Character) {
|
||||||
let mut character = character;
|
let mut character = character;
|
||||||
character.position.x = self.map.entrance().1 as f32 * 16.0;
|
character.position.x = self.map.entrance().1 as f32 * SPRITE_SIZE_F32;
|
||||||
character.position.y = self.map.entrance().0 as f32 * 16.0;
|
character.position.y = self.map.entrance().0 as f32 * SPRITE_SIZE_F32;
|
||||||
|
|
||||||
self.characters.push(character);
|
self.characters.push(character);
|
||||||
}
|
}
|
||||||
|
@ -69,8 +70,8 @@ impl Scene {
|
||||||
center.y = size.y / 2.0;
|
center.y = size.y / 2.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
let right_limit = self.map.cols() as f32 * 16.0;
|
let right_limit = self.map.cols() as f32 * SPRITE_SIZE_F32;
|
||||||
let bottom_limit = self.map.rows() as f32 * 16.0;
|
let bottom_limit = self.map.rows() as f32 * SPRITE_SIZE_F32;
|
||||||
|
|
||||||
if center.x + size.x / 2.0 > right_limit {
|
if center.x + size.x / 2.0 > right_limit {
|
||||||
center.x = right_limit - size.x / 2.0;
|
center.x = right_limit - size.x / 2.0;
|
||||||
|
|
|
@ -1,11 +1,74 @@
|
||||||
use sfml::graphics::{IntRect, Texture as SfTexture};
|
use sfml::graphics::{IntRect, Texture as SfTexture};
|
||||||
|
|
||||||
|
/// The number of pixels of a sprite.
|
||||||
|
pub const SPRITE_SIZE_I32: i32 = 32;
|
||||||
|
|
||||||
|
/// The number of pixels of a sprite.
|
||||||
|
pub const SPRITE_SIZE_F32: f32 = 32.0;
|
||||||
|
|
||||||
|
/// Converts the byte with bits corresponding to the neighbours to the offset on the generated
|
||||||
|
/// tileset.
|
||||||
|
pub fn byte_to_index(byte: u8) -> i32 {
|
||||||
|
match byte {
|
||||||
|
0 => 0,
|
||||||
|
1 => 1,
|
||||||
|
4 => 2,
|
||||||
|
5 => 3,
|
||||||
|
7 => 4,
|
||||||
|
16 => 5,
|
||||||
|
17 => 6,
|
||||||
|
20 => 7,
|
||||||
|
21 => 8,
|
||||||
|
23 => 9,
|
||||||
|
28 => 10,
|
||||||
|
29 => 11,
|
||||||
|
31 => 12,
|
||||||
|
64 => 13,
|
||||||
|
65 => 14,
|
||||||
|
68 => 15,
|
||||||
|
69 => 16,
|
||||||
|
71 => 17,
|
||||||
|
80 => 18,
|
||||||
|
81 => 19,
|
||||||
|
84 => 20,
|
||||||
|
85 => 21,
|
||||||
|
87 => 22,
|
||||||
|
92 => 23,
|
||||||
|
93 => 24,
|
||||||
|
95 => 25,
|
||||||
|
112 => 26,
|
||||||
|
113 => 27,
|
||||||
|
116 => 28,
|
||||||
|
117 => 29,
|
||||||
|
119 => 30,
|
||||||
|
124 => 31,
|
||||||
|
125 => 32,
|
||||||
|
127 => 33,
|
||||||
|
193 => 34,
|
||||||
|
197 => 35,
|
||||||
|
199 => 36,
|
||||||
|
209 => 37,
|
||||||
|
213 => 38,
|
||||||
|
215 => 39,
|
||||||
|
221 => 40,
|
||||||
|
223 => 41,
|
||||||
|
241 => 42,
|
||||||
|
245 => 43,
|
||||||
|
247 => 44,
|
||||||
|
253 => 45,
|
||||||
|
255 => 46,
|
||||||
|
_ => panic!("Incorrect byte {}", byte),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
macro_rules! make_textures {
|
macro_rules! make_textures {
|
||||||
( $(
|
( $(
|
||||||
$enum_name: ident,
|
$enum_name: ident,
|
||||||
$texture_name: ident,
|
$texture_name: ident,
|
||||||
$function_name: ident,
|
$function_name: ident,
|
||||||
$texture_path: tt, )
|
$texture_path: tt,
|
||||||
|
$width: expr,
|
||||||
|
$height: expr, )
|
||||||
*) => {
|
*) => {
|
||||||
|
|
||||||
/// Describes all the textures that will be used in this game.
|
/// Describes all the textures that will be used in this game.
|
||||||
|
@ -39,7 +102,7 @@ macro_rules! make_textures {
|
||||||
/// Creates the texture.
|
/// Creates the texture.
|
||||||
fn $function_name() -> SfTexture {
|
fn $function_name() -> SfTexture {
|
||||||
let bytes = include_bytes!($texture_path).to_vec();
|
let bytes = include_bytes!($texture_path).to_vec();
|
||||||
TextureManager::make_texture_from_bytes(bytes)
|
TextureManager::make_texture_from_bytes(bytes, $width, $height)
|
||||||
}
|
}
|
||||||
)*
|
)*
|
||||||
|
|
||||||
|
@ -61,16 +124,20 @@ make_textures!(
|
||||||
mario,
|
mario,
|
||||||
make_mario_texture,
|
make_mario_texture,
|
||||||
"../../../assets/textures/mario.png",
|
"../../../assets/textures/mario.png",
|
||||||
|
256,
|
||||||
|
256,
|
||||||
Overworld,
|
Overworld,
|
||||||
overworld,
|
overworld,
|
||||||
make_overworld_texture,
|
make_overworld_texture,
|
||||||
"../../../assets/textures/overworld.png",
|
"../../../assets/textures-generated/grass.png",
|
||||||
|
32 * 47,
|
||||||
|
32,
|
||||||
);
|
);
|
||||||
|
|
||||||
impl TextureManager {
|
impl TextureManager {
|
||||||
/// Creates a textures from an array of bytes.
|
/// Creates a textures from an array of bytes.
|
||||||
fn make_texture_from_bytes(bytes: Vec<u8>) -> SfTexture {
|
fn make_texture_from_bytes(bytes: Vec<u8>, width: i32, height: i32) -> SfTexture {
|
||||||
SfTexture::from_memory(&bytes, &IntRect::new(0, 0, 256, 256))
|
SfTexture::from_memory(&bytes, &IntRect::new(0, 0, width, height))
|
||||||
.expect("Failed to create texture")
|
.expect("Failed to create texture")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue