Use game coordinates for view and player positions
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parent
fad49a7d15
commit
6ca053f126
32
app/main.c
32
app/main.c
@ -15,8 +15,8 @@
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#define SCALE 4
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#define SCALE 4
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#define TILESIZE 32
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#define TILESIZE 32
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#define VIEWWIDTH 8
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#define VIEWWIDTH (8 * TILESIZE)
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#define VIEWHEIGHT 6
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#define VIEWHEIGHT (6 * TILESIZE)
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#define MAX_PATH_LEN 128
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#define MAX_PATH_LEN 128
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@ -71,7 +71,7 @@ int main(int argc, char *argv[])
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assert(0 == err);
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assert(0 == err);
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window = SDL_CreateWindow(
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window = SDL_CreateWindow(
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"2D Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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"2D Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCALE * TILESIZE * VIEWWIDTH, SCALE * TILESIZE * VIEWHEIGHT, 0);
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SCALE * VIEWWIDTH, SCALE * VIEWHEIGHT, 0);
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assert(NULL != window);
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assert(NULL != window);
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renderer = SDL_CreateRenderer(window, -1, 0);
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renderer = SDL_CreateRenderer(window, -1, 0);
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assert(NULL != renderer);
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assert(NULL != renderer);
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@ -161,10 +161,11 @@ int main(int argc, char *argv[])
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pitex = IMG_LoadTexture(renderer, path);
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pitex = IMG_LoadTexture(renderer, path);
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assert(NULL != pitex);
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assert(NULL != pitex);
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int offx = 16, offy = 0;
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// Initialize view and player
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dvec_t vpos = { 512, 0 };
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SDL_Rect psrc = { .y = 0, .w = PIWIDTH, .h = PIHEIGHT };
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SDL_Rect psrc = { .y = 0, .w = PIWIDTH, .h = PIHEIGHT };
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SDL_Rect pdest = { .w = SCALE * PIWIDTH, .h = SCALE * PIHEIGHT };
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SDL_Rect pdest = { .w = SCALE * PIWIDTH, .h = SCALE * PIHEIGHT };
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dvec_t pvel = { 0, 0 }, ppos = { 80, 80 };
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dvec_t pvel = { 0, 0 }, ppos = { 640, 96 };
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SDL_Event event;
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SDL_Event event;
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uint64_t prevt = SDL_GetTicks64();
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uint64_t prevt = SDL_GetTicks64();
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@ -236,10 +237,15 @@ int main(int argc, char *argv[])
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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// Draw map
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// Draw map
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for (int y = 0; y < VIEWHEIGHT; ++y) {
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const int startx = TILESIZE * floor(vpos.x / TILESIZE);
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for (int x = 0; x < VIEWWIDTH; ++x) {
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const int starty = TILESIZE * floor(vpos.y / TILESIZE);
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const unsigned tileid
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for (int y = starty; y < vpos.y + VIEWHEIGHT; y += TILESIZE) {
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= map[x + offx + MAPSHIFTX][y + offy + MAPSHIFTY];
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for (int x = startx; x < vpos.x + VIEWWIDTH; x += TILESIZE) {
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const unsigned row = x / TILESIZE + MAPSHIFTX;
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const unsigned col = y / TILESIZE + MAPSHIFTY;
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if (row >= MAPWIDTH || col >= MAPHEIGHT)
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continue;
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const unsigned tileid = map[row][col];
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if (0 == tileid)
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if (0 == tileid)
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continue;
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continue;
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const SDL_Rect src = {
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const SDL_Rect src = {
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@ -249,8 +255,8 @@ int main(int argc, char *argv[])
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.h = TILESIZE,
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.h = TILESIZE,
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};
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};
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const SDL_Rect dest = {
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const SDL_Rect dest = {
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.x = SCALE * TILESIZE * x,
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.x = SCALE * (x - vpos.x),
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.y = SCALE * TILESIZE * y,
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.y = SCALE * (y - vpos.y),
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.w = SCALE * TILESIZE,
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.w = SCALE * TILESIZE,
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.h = SCALE * TILESIZE,
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.h = SCALE * TILESIZE,
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};
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};
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@ -261,8 +267,8 @@ int main(int argc, char *argv[])
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// Draw player
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// Draw player
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const unsigned piframe = (t / BASEANIMPERIOD) % PIANIMLEN;
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const unsigned piframe = (t / BASEANIMPERIOD) % PIANIMLEN;
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psrc.x = PIWIDTH * piframe;
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psrc.x = PIWIDTH * piframe;
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pdest.x = SCALE * (int)ppos.x;
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pdest.x = SCALE * (int)(ppos.x - vpos.x);
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pdest.y = SCALE * (int)ppos.y;
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pdest.y = SCALE * (int)(ppos.y - vpos.y);
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SDL_RenderCopy(renderer, pitex, &psrc, &pdest);
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SDL_RenderCopy(renderer, pitex, &psrc, &pdest);
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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