Make map rendering centered
This commit is contained in:
@ -21,38 +21,11 @@ void frameInit() {
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}
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void frameUpdate() {
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// Draw buffer
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entity_t *ent;
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tile_t tile;
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uint32_t i;
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map_t *map = GAME.currentMap;
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if(map == NULL) return;
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// Draw the map area.
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i = 0;
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for(uint16_t y = 0; y < FRAME_HEIGHT - FRAME_BOTTOM_UI_HEIGHT; y++) {
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for(uint16_t x = 0; x < FRAME_WIDTH; x++) {
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if(x >= map->width || y >= map->height) {
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FRAME_COLOR[i] = COLOR_BLACK;
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FRAME_BUFFER[i++] = ' ';
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continue;
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}
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// Entity?
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ent = mapEntityGetByPosition(map, x, y);
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if(ent != NULL) {
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FRAME_COLOR[i] = symbolGetColorByEntity(ent);
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FRAME_BUFFER[i++] = symbolGetCharByEntity(ent);
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continue;
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}
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// Tile?
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tile = mapTileGetByPosition(map, x, y, 0);
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FRAME_COLOR[i] = symbolGetColorByTile(tile);
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FRAME_BUFFER[i++] = symbolGetCharByTile(tile);
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}
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}
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frameMapDraw();
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}
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void frameUIReset() {
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@ -90,4 +63,104 @@ void frameUIReset() {
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i = y * FRAME_WIDTH + FRAME_WIDTH - 1;
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FRAME_BUFFER[i] = '|';
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}
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}
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void frameMapDraw() {
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// Draw the map area.
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entity_t *ent;
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tile_t tile;
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uint32_t i;
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map_t *map = GAME.currentMap;
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if(map == NULL) return;
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// Try get player
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entity_t *player = mapEntityGetByType(map, ENTITY_TYPE_PLAYER);
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uint16_t cameraPositionX, cameraPositionY;
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if(player == NULL) {
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cameraPositionX = 0;
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cameraPositionY = 0;
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} else {
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cameraPositionX = player->x;
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cameraPositionY = player->y;
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}
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// If the size of the map's smaller than the frame, center it, otherwise use
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// the cameraPosition as the center point.
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int16_t offsetX = 0, offsetY = 0;
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if(map->width < FRAME_MAP_WIDTH) {
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offsetX = (FRAME_MAP_WIDTH - map->width) / 2;
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} else {
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// Clamp to map bounds
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if(cameraPositionX < FRAME_MAP_WIDTH / 2) {
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offsetX = 0;
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} else if(cameraPositionX >= map->width - (FRAME_MAP_WIDTH / 2)) {
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offsetX = -(map->width - FRAME_MAP_WIDTH);
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} else {
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offsetX = -(cameraPositionX - (FRAME_MAP_WIDTH / 2));
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}
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}
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if(map->height < FRAME_MAP_HEIGHT) {
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offsetY = (FRAME_MAP_HEIGHT - map->height) / 2;
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} else {
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// Clamp to map bounds
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if(cameraPositionY < FRAME_MAP_HEIGHT / 2) {
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offsetY = 0;
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} else if(cameraPositionY >= map->height - (FRAME_MAP_HEIGHT / 2)) {
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offsetY = -(map->height - FRAME_MAP_HEIGHT);
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} else {
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offsetY = -(cameraPositionY - (FRAME_MAP_HEIGHT / 2));
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}
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}
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// Draw the map
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i = 0;
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for(uint16_t y = 0; y < FRAME_MAP_HEIGHT; y++) {
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for(uint16_t x = 0; x < FRAME_MAP_WIDTH; x++) {
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if(x < offsetX || y < offsetY || x >= map->width + offsetX || y >= map->height + offsetY) {
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FRAME_COLOR[i] = COLOR_BLACK;
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FRAME_BUFFER[i++] = ' ';
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continue;
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}
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// Entity?
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ent = mapEntityGetByPosition(map, x - offsetX, y - offsetY);
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if(ent != NULL) {
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FRAME_COLOR[i] = symbolGetColorByEntity(ent);
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FRAME_BUFFER[i++] = symbolGetCharByEntity(ent);
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continue;
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}
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// Tile?
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tile = mapTileGetByPosition(map, x - offsetX, y - offsetY, 0);
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FRAME_COLOR[i] = symbolGetColorByTile(tile);
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FRAME_BUFFER[i++] = symbolGetCharByTile(tile);
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}
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}
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// Old code:
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// i = 0;
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// for(uint16_t y = 0; y < FRAME_HEIGHT - FRAME_BOTTOM_UI_HEIGHT; y++) {
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// for(uint16_t x = 0; x < FRAME_WIDTH; x++) {
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// if(x >= map->width || y >= map->height) {
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// FRAME_COLOR[i] = COLOR_BLACK;
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// FRAME_BUFFER[i++] = ' ';
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// continue;
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// }
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// // Entity?
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// ent = mapEntityGetByPosition(map, x, y);
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// if(ent != NULL) {
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// FRAME_COLOR[i] = symbolGetColorByEntity(ent);
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// FRAME_BUFFER[i++] = symbolGetCharByEntity(ent);
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// continue;
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// }
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// // Tile?
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// tile = mapTileGetByPosition(map, x, y, 0);
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// FRAME_COLOR[i] = symbolGetColorByTile(tile);
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// FRAME_BUFFER[i++] = symbolGetCharByTile(tile);
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// }
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// }
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}
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@ -16,6 +16,9 @@
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#define FRAME_BOTTOM_UI_HEIGHT 8
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#define FRAME_MAP_WIDTH FRAME_WIDTH
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#define FRAME_MAP_HEIGHT (FRAME_HEIGHT - FRAME_BOTTOM_UI_HEIGHT)
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extern char_t FRAME_BUFFER[FRAME_HEIGHT * FRAME_WIDTH];
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extern uint8_t FRAME_COLOR[FRAME_HEIGHT * FRAME_WIDTH];
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@ -32,4 +35,9 @@ void frameUpdate();
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/**
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* Resets the UI area of the frame.
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*/
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void frameUIReset();
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void frameUIReset();
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/**
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* Redraws the entire map area of the frame.
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*/
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void frameMapDraw();
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@ -11,8 +11,12 @@
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#define GAME_UPDATE_RESULT_CONTINUE 0
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#define GAME_UPDATE_RESULT_EXIT 1
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#define GAME_STATE_RUNNING 0
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#define GAME_STATE_PAUSED 1
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typedef struct {
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map_t *currentMap;
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uint8_t state;
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} game_t;
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extern game_t GAME;
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@ -82,6 +82,18 @@ entity_t * mapEntityGetByPosition(
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return NULL;
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}
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entity_t * mapEntityGetByType(
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map_t *map,
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const uint8_t type
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) {
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for(uint8_t i = 0; i < map->entityCount; i++) {
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entity_t *entity = &map->entities[i];
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if(entity->type == type) return entity;
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}
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return NULL;
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}
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tile_t mapTileGetByPosition(
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const map_t *map,
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const uint16_t x,
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@ -68,6 +68,18 @@ entity_t * mapEntityGetByPosition(
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const uint16_t y
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);
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/**
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* Gets the entity of the specified type.
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*
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* @param map Map to get the entity from.
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* @param type Type of entity to get.
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* @return Entity of the specified type, or NULL if no entity is found.
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*/
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entity_t * mapEntityGetByType(
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map_t *map,
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const uint8_t type
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);
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/**
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* Gets the tile at the specified position.
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*
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@ -9,19 +9,23 @@
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#include "rpg/world/map.h"
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#include "assert/assert.h"
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#define TEST_MAP_WIDTH 50
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#define TEST_MAP_HEIGHT 50
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#define TEST_MAP_LAYERS 1
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void testMapInit(map_t *map) {
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mapInit(map, 20, 20, 1);
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mapInit(map, TEST_MAP_WIDTH, TEST_MAP_HEIGHT, TEST_MAP_LAYERS);
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entity_t *player = mapEntityAdd(map);
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entityInit(player, ENTITY_TYPE_PLAYER, map);
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entityPositionSet(player, 5, 5);
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entity_t *npc = mapEntityAdd(map);
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entityInit(npc, ENTITY_TYPE_NPC, map);
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entityPositionSet(npc, 10, 10);
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// entity_t *npc = mapEntityAdd(map);
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// entityInit(npc, ENTITY_TYPE_NPC, map);
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// entityPositionSet(npc, 10, 10);
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tile_t tiles[42 * 42];
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for(uint32_t i = 0; i < 42 * 42; i++) {
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tile_t tiles[TEST_MAP_WIDTH * TEST_MAP_HEIGHT];
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for(uint32_t i = 0; i < TEST_MAP_WIDTH * TEST_MAP_HEIGHT; i++) {
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tiles[i].id = TILE_ID_GRASS;
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}
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@ -31,22 +35,22 @@ void testMapInit(map_t *map) {
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tiles[14].id = TILE_ID_WATER;
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tiles[15].id = TILE_ID_WATER;
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tiles[30].id = TILE_ID_WATER;
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tiles[31].id = TILE_ID_WATER;
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tiles[32].id = TILE_ID_WATER;
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tiles[33].id = TILE_ID_WATER;
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tiles[34].id = TILE_ID_WATER;
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tiles[35].id = TILE_ID_WATER;
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// tiles[30].id = TILE_ID_WATER;
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// tiles[31].id = TILE_ID_WATER;
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// tiles[32].id = TILE_ID_WATER;
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// tiles[33].id = TILE_ID_WATER;
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// tiles[34].id = TILE_ID_WATER;
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// tiles[35].id = TILE_ID_WATER;
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tiles[50].id = TILE_ID_WATER;
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tiles[51].id = TILE_ID_WATER;
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tiles[52].id = TILE_ID_WATER;
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tiles[53].id = TILE_ID_WATER;
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// tiles[50].id = TILE_ID_WATER;
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// tiles[51].id = TILE_ID_WATER;
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// tiles[52].id = TILE_ID_WATER;
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// tiles[53].id = TILE_ID_WATER;
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tiles[70].id = TILE_ID_WATER;
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tiles[71].id = TILE_ID_WATER;
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tiles[72].id = TILE_ID_WATER;
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tiles[73].id = TILE_ID_WATER;
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// tiles[70].id = TILE_ID_WATER;
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// tiles[71].id = TILE_ID_WATER;
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// tiles[72].id = TILE_ID_WATER;
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// tiles[73].id = TILE_ID_WATER;
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mapTilesSet(map, tiles, 0);
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@ -92,7 +92,6 @@ void textboxUpdate() {
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// Update scrolling
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TEXTBOX.nextChar -= TIME.delta;
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if(inputIsDown(INPUT_BIND_ACCEPT)) TEXTBOX.nextChar -= TIME.delta;
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if(TEXTBOX.nextChar > 0.0f) return;
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// Scroll text
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@ -11,7 +11,7 @@
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#define TEXTBOX_TITLE_MAX 16
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#define TEXTBOX_TEXT_MAX ((FRAME_BOTTOM_UI_HEIGHT-2) * (FRAME_WIDTH - 2))
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#define TEXTBOX_CHARS_PER_SECOND 15
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#define TEXTBOX_CHARS_PER_SECOND 25
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#define TEXTBOX_BLINKS_PER_SECOND 2
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typedef struct {
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