Prepping map stuff
This commit is contained in:
@@ -3,4 +3,4 @@
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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add_asset(MAP untitled.tmx)
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add_asset(MAP map.json)
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6
assets/map/map.json
Normal file
6
assets/map/map.json
Normal file
@@ -0,0 +1,6 @@
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{
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"tiles": [
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1, 1, 1,
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1, 1, 1
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]
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}
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@@ -1,28 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="16" tileheight="16" infinite="0" nextlayerid="2" nextobjectid="1">
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<tileset firstgid="1" source="../tileset/prarie.tsx"/>
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<layer id="1" name="Tile Layer 1" width="30" height="20">
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<data encoding="csv">
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2,3,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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9,10,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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16,17,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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</data>
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</layer>
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</map>
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@@ -9,6 +9,7 @@
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#include "type/assetpaletteimage.h"
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#include "type/assetalphaimage.h"
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#include "type/assetlanguage.h"
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#include "type/assetmap.h"
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#include <zip.h>
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typedef enum {
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@@ -17,6 +18,7 @@ typedef enum {
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ASSET_TYPE_PALETTE_IMAGE,
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ASSET_TYPE_ALPHA_IMAGE,
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ASSET_TYPE_LANGUAGE,
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ASSET_TYPE_MAP,
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ASSET_TYPE_COUNT,
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} assettype_t;
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@@ -64,5 +66,12 @@ static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
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.header = "DLF",
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.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
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.custom = assetLanguageHandler
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},
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[ASSET_TYPE_MAP] = {
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.header = "DMF",
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.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
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.dataSize = sizeof(assetmap_t),
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.entire = assetMapLoad
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}
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};
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@@ -9,4 +9,5 @@ target_sources(${DUSK_TARGET_NAME}
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assetalphaimage.c
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assetpaletteimage.c
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assetlanguage.c
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assetmap.c
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)
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33
src/asset/type/assetmap.c
Normal file
33
src/asset/type/assetmap.c
Normal file
@@ -0,0 +1,33 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "asset/asset.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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errorret_t assetMapLoad(void *data, void *output) {
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assertNotNull(data, "Data cannot be NULL");
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assertNotNull(output, "Output cannot be NULL");
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assetmap_t *mapData = (assetmap_t *)data;
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assetmapmodel_t *mesh = (assetmapmodel_t *)output;
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memoryCopy(
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mesh,
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&mapData->models[0],
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sizeof(assetmapmodel_t)
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);
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meshInit(
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&mesh->mesh,
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MESH_PRIMITIVE_TRIANGLES,
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mesh->vertexCount,
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mesh->vertices
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);
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errorOk();
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}
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35
src/asset/type/assetmap.h
Normal file
35
src/asset/type/assetmap.h
Normal file
@@ -0,0 +1,35 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "error/error.h"
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#include "rpg/world/map.h"
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#include "display/mesh/mesh.h"
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typedef struct {
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uint32_t vertexCount;
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meshvertex_t vertices[36];
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mesh_t mesh;
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} assetmapmodel_t;
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#pragma pack(push, 1)
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typedef struct {
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uint32_t tileCount;
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uint8_t modelCount;
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tile_t tiles[CHUNK_TILE_COUNT];
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assetmapmodel_t models[1];
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} assetmap_t;
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#pragma pack(pop)
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/**
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* Loads a map asset from the given data pointer into the output map structure.
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*
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* @param data Pointer to the raw assetmap_t data.
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* @param output Pointer to the map_t to load the map into.
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* @return An error code.
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*/
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errorret_t assetMapLoad(void *data, void *output);
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@@ -81,9 +81,11 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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// Check one level down for walkable tile (stairs down)
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worldpos_t belowPos = newPos;
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belowPos.z -= 1;
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tile = mapGetTile(belowPos);
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tile_t belowTile = mapGetTile(belowPos);
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if(tile != TILE_NULL) newPos.z -= 1;
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if(belowTile == TILE_STAIRS_UP) {
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tile = TILE_STAIRS_DOWN;// Mark current as stairs down
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}
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}
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// Tile walkable?
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@@ -98,11 +100,19 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
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return;// Blocked
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} while(++other, other < &ENTITIES[ENTITY_COUNT]);
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entity->lastPosition = entity->position;
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entity->position = newPos;
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entity->animation = ENTITY_ANIM_WALK;
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entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
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// We are comitting, we can run effects here.
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if(tile == TILE_STAIRS_DOWN) {
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// Moving down a level
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entity->position.z -= 1;
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} else if(tile == TILE_STAIRS_UP) {
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// Moving up a level
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entity->position.z += 1;
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}
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}
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entity_t * entityGetAt(const worldpos_t position) {
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@@ -23,6 +23,7 @@ typedef struct entity_s {
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// Movement
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entitydir_t direction;
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worldpos_t position;
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worldpos_t lastPosition;
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entityanim_t animation;
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float_t animTime;
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@@ -128,12 +128,25 @@ void mapChunkLoad(chunk_t* chunk) {
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memoryZero(chunk->tiles, sizeof(tile_t) * CHUNK_TILE_COUNT);
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// 3x3 test walkable area
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for(int y = 0; y <= 3; y++) {
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for(int x = 0; x <= 3; x++) {
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chunktileindex_t x, y, z;
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z = 0;
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for(y = 0; y <= 3; y++) {
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for(x = 0; x <= 3; x++) {
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chunktileindex_t tileIndex = (y * CHUNK_WIDTH) + x;
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chunk->tiles[tileIndex] = TILE_WALKABLE;
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}
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}
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x = 3, y = 3;
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chunk->tiles[(z * CHUNK_WIDTH * CHUNK_HEIGHT) + (y * CHUNK_WIDTH) + x] = TILE_STAIRS_UP;
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// x = 3, y = 2, z = 1;
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// chunk->tiles[(z * CHUNK_WIDTH * CHUNK_HEIGHT) + (y * CHUNK_WIDTH) + x] = TILE_WALKABLE;
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// x = 2, y = 2, z = 1;
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// chunk->tiles[(z * CHUNK_WIDTH * CHUNK_HEIGHT) + (y * CHUNK_WIDTH) + x] = TILE_WALKABLE;
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// x = 4, y = 2, z = 1;
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// chunk->tiles[(z * CHUNK_WIDTH * CHUNK_HEIGHT) + (y * CHUNK_WIDTH) + x] = TILE_WALKABLE;
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}
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chunkindex_t mapGetChunkIndexAt(const chunkpos_t position) {
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@@ -8,5 +8,9 @@
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#include "tile.h"
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bool_t tileIsWalkable(const tile_t tile) {
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return tile == TILE_WALKABLE;
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return (
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tile == TILE_WALKABLE ||
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tile == TILE_STAIRS_UP ||
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tile == TILE_STAIRS_DOWN
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);
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}
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@@ -13,6 +13,8 @@ typedef uint8_t tile_t;
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#define TILE_NULL 0
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#define TILE_WALKABLE 1
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#define TILE_STAIRS_UP 2
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#define TILE_STAIRS_DOWN 3
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/**
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* Returns whether or not the given tile is walkable.
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@@ -21,7 +21,7 @@
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typedef int16_t worldunit_t;
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typedef int16_t chunkunit_t;
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typedef int16_t chunkindex_t;
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typedef uint8_t chunktileindex_t;
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typedef uint32_t chunktileindex_t;
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typedef int32_t worldunits_t;
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typedef int32_t chunkunits_t;
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@@ -9,6 +9,7 @@
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#include "scene/scenedata.h"
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#include "display/spritebatch.h"
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#include "assert/assert.h"
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#include "asset/asset.h"
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#include "rpg/entity/entity.h"
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#include "rpg/world/map.h"
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#include "display/screen.h"
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@@ -16,6 +17,7 @@
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#include "util/memory.h"
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#define TILE_SIZE 16
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assetmapmodel_t mesh;
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errorret_t sceneMapInit(scenedata_t *data) {
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// Init the camera.
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@@ -34,6 +36,8 @@ errorret_t sceneMapInit(scenedata_t *data) {
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);
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data->sceneMap.camera.lookatPixelPerfect.pixelsPerUnit = 1.0f;
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errorChain(assetLoad("map/map.dmf", &mesh));
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errorOk();
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}
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@@ -61,15 +65,18 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
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float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
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// Get facing rel, we know we moved from the inverse direction.
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worldunits_t x, y;
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entityDirGetRelative(entity->direction, &x, &y);
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x = -x, y = -y;
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// Add tile size times percentage to posMin/max
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vec3 offset = {
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x * TILE_SIZE * animPercentage,
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y * TILE_SIZE * animPercentage,
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0.0f
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(
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(float_t)entity->position.x - (float_t)entity->lastPosition.x
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) * TILE_SIZE * -animPercentage,
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(
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(float_t)entity->position.y - (float_t)entity->lastPosition.y
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) * TILE_SIZE * -animPercentage,
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(
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(float_t)entity->position.z - (float_t)entity->lastPosition.z
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) * TILE_SIZE * -animPercentage
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};
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glm_vec3_add(outPosition, offset, outPosition);
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break;
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@@ -107,7 +114,10 @@ void sceneMapRender(scenedata_t *data) {
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cameraPushMatrix(&data->sceneMap.camera);
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// Render map probably.
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sceneMapRenderMap();
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// sceneMapRenderMap();
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textureBind(NULL);
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meshDraw(&mesh.mesh, -1, -1);
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// Render ents
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entity_t *ent = ENTITIES;
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@@ -125,11 +135,10 @@ void sceneMapRenderEntity(entity_t *entity) {
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if(entity->type == ENTITY_TYPE_NULL) return;
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vec3 posCenter, posMin, posMax;
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vec3 halfSize = { TILE_SIZE / 2.0f, TILE_SIZE / 2.0f, TILE_SIZE / 2.0f };
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sceneMapEntityGetPosition(entity, posCenter);
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glm_vec3_sub(posCenter, halfSize, posMin);
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glm_vec3_add(posCenter, halfSize, posMax);
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vec3 posMin, posMax;
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vec3 size = { TILE_SIZE, TILE_SIZE, TILE_SIZE };
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sceneMapEntityGetPosition(entity, posMin);
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glm_vec3_add(posMin, size, posMax);
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// TEST: Change color depending on dir.
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color_t testColor;
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@@ -167,11 +176,6 @@ void sceneMapRenderMap() {
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min[1] = chunk->position.y * CHUNK_HEIGHT * TILE_SIZE;
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min[2] = chunk->position.z * CHUNK_DEPTH * TILE_SIZE;
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// center tile
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min[0] -= TILE_SIZE / 2.0f;
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min[1] -= TILE_SIZE / 2.0f;
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min[2] -= TILE_SIZE / 2.0f;
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max[0] = min[0] + (CHUNK_WIDTH * TILE_SIZE);
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max[1] = min[1] + (CHUNK_HEIGHT * TILE_SIZE);
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max[2] = min[2];
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@@ -195,4 +199,5 @@ void sceneMapRenderMap() {
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}
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void sceneMapDispose(scenedata_t *data) {
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meshDispose(&mesh.mesh);
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}
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@@ -18,7 +18,7 @@ bool_t UI_DEBUG_DRAW = true;
|
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void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
|
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if(!UI_DEBUG_DRAW) return;
|
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|
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char_t buffer[96];
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char_t buffer[128];
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color_t color;
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int32_t w, h, hOffset = 0;
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@@ -64,6 +64,7 @@ void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
|
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);
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hOffset += h;
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// Player position
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entity_t *player = NULL;
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for(uint8_t i = 0; i < ENTITY_COUNT; i++) {
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@@ -77,9 +78,10 @@ void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
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snprintf(
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buffer,
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sizeof(buffer),
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"%d,%d/%d/%d",
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"%d,%d,%d/%d/%d",
|
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player->position.x,
|
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player->position.y,
|
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player->position.z,
|
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(int32_t)player->direction,
|
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(int32_t)player->animation
|
||||
);
|
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@@ -87,7 +89,7 @@ void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
|
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uiTextMeasure(buffer, tileset, &w, &h);
|
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uiTextDraw(
|
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SCREEN.width - w, hOffset,
|
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buffer, COLOR_WHITE, tileset, texture
|
||||
buffer, COLOR_GREEN, tileset, texture
|
||||
);
|
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hOffset += h;
|
||||
|
||||
|
||||
@@ -1,143 +1,124 @@
|
||||
import struct
|
||||
import sys
|
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import os
|
||||
import json
|
||||
from args import args
|
||||
from xml.etree import ElementTree as ET
|
||||
from processtileset import processTileset
|
||||
from assetcache import assetCache, assetGetCache
|
||||
from assethelpers import getAssetRelativePath
|
||||
|
||||
CHUNK_WIDTH = 16
|
||||
CHUNK_HEIGHT = 16
|
||||
CHUNK_DEPTH = 32
|
||||
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
|
||||
TILE_SIZE = 16.0
|
||||
|
||||
def createQuadForTile(model, tileIndex, x=0, y=0, z=0):
|
||||
# Only append vertices if z == 0
|
||||
if z != 0:
|
||||
return
|
||||
# Determine color for checkerboard pattern
|
||||
color = (255,255,255) if (x + y) % 2 == 0 else (0,0,0)
|
||||
# Use TILE_SIZE for positions
|
||||
px = x * TILE_SIZE
|
||||
py = y * TILE_SIZE
|
||||
pz = z * TILE_SIZE
|
||||
quad_vertices = [
|
||||
{'position': (px, py, pz), 'color': color, 'uv': (0,0)}, # 0,0
|
||||
{'position': (px + TILE_SIZE, py, pz), 'color': color, 'uv': (1,0)}, # 1,0
|
||||
{'position': (px + TILE_SIZE, py + TILE_SIZE, pz), 'color': color, 'uv': (1,1)}, # 1,1
|
||||
{'position': (px, py, pz), 'color': color, 'uv': (0,0)}, # 0,0 (repeat)
|
||||
{'position': (px + TILE_SIZE, py + TILE_SIZE, pz), 'color': color, 'uv': (1,1)}, # 1,1 (repeat)
|
||||
{'position': (px, py + TILE_SIZE, pz), 'color': color, 'uv': (0,1)} # 0,1
|
||||
]
|
||||
base = len(model['vertices'])
|
||||
quad_indices = [base, base+1, base+2, base+3, base+4, base+5]
|
||||
model['vertices'].extend(quad_vertices)
|
||||
model['indices'].extend(quad_indices)
|
||||
model['vertexCount'] = len(model['vertices'])
|
||||
model['indexCount'] = len(model['indices'])
|
||||
|
||||
def processMap(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
# Load the TMX file
|
||||
tree = ET.parse(asset['path'])
|
||||
root = tree.getroot()
|
||||
# Read input file as JSON
|
||||
with open(asset['path'], 'r') as f:
|
||||
inData = json.load(f)
|
||||
|
||||
# Root needs to be "map" element.
|
||||
if root.tag != 'map':
|
||||
print(f"Error: TMX file {asset['path']} does not have a <map> root element")
|
||||
sys.exit(1)
|
||||
tileIndexes = inData['tiles']
|
||||
|
||||
# Root needs to be orientation="orthogonal"
|
||||
if 'orientation' not in root.attrib or root.attrib['orientation'] != 'orthogonal':
|
||||
print(f"Error: TMX file {asset['path']} does not have orientation='orthogonal'")
|
||||
sys.exit(1)
|
||||
# Create output object 'map' with default tile indexes and models array
|
||||
map = {
|
||||
'tiles': [0] * CHUNK_TILE_COUNT,
|
||||
'models': []
|
||||
}
|
||||
|
||||
# Extract width, height, tilewidth, tileheight attributes
|
||||
if 'width' not in root.attrib or 'height' not in root.attrib or 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib:
|
||||
print(f"Error: TMX file {asset['path']} is missing required attributes (width, height, tilewidth, tileheight)")
|
||||
sys.exit(1)
|
||||
# Create a simple 3D model object
|
||||
model = {
|
||||
'vertices': [],
|
||||
'indices': [],
|
||||
'vertexCount': 0,
|
||||
'indexCount': 0
|
||||
}
|
||||
|
||||
mapWidth = int(root.attrib['width'])
|
||||
mapHeight = int(root.attrib['height'])
|
||||
tileWidth = int(root.attrib['tilewidth'])
|
||||
tileHeight = int(root.attrib['tileheight'])
|
||||
# Append the model to map.models
|
||||
map['models'].append(model)
|
||||
|
||||
# Find all tileset elements
|
||||
tilesets = []
|
||||
for tilesetElement in root.findall('tileset'):
|
||||
# Tileset must have a source attribute
|
||||
if 'source' not in tilesetElement.attrib:
|
||||
print(f"Error: <tileset> element in {asset['path']} is missing a source attribute")
|
||||
sys.exit(1)
|
||||
# Must have a firstgid attribute
|
||||
if 'firstgid' not in tilesetElement.attrib:
|
||||
print(f"Error: <tileset> element in {asset['path']} is missing a firstgid attribute")
|
||||
sys.exit(1)
|
||||
for i, tile in enumerate(tileIndexes):
|
||||
# Calculate x, y, z from i
|
||||
x = i % CHUNK_WIDTH
|
||||
y = (i // CHUNK_WIDTH) % CHUNK_HEIGHT
|
||||
z = i // (CHUNK_WIDTH * CHUNK_HEIGHT)
|
||||
createQuadForTile(model, tile, x, y, z)
|
||||
|
||||
firstGid = int(tilesetElement.attrib['firstgid'])
|
||||
source = tilesetElement.attrib['source']
|
||||
# Generate binary buffer for efficient output
|
||||
buffer = bytearray()
|
||||
buffer.extend(b'DMF')# Header
|
||||
buffer.extend(len(map['tiles']).to_bytes(4, 'little')) # Number of tiles
|
||||
buffer.extend(len(map['models']).to_bytes(1, 'little')) # Number of models
|
||||
|
||||
# Get source path relative to the tmx file's working directory.
|
||||
# Needs normalizing also since ".." is often used.
|
||||
source = os.path.normpath(os.path.join(os.path.dirname(asset['path']), source))
|
||||
tileset = processTileset({ 'path': source, 'type': 'tileset', 'options': {} })
|
||||
# Buffer tile data as array of uint8_t
|
||||
for tileIndex in map['tiles']:
|
||||
buffer.append(tileIndex.to_bytes(1, 'little')[0])
|
||||
|
||||
tilesets.append({
|
||||
'firstGid': firstGid,
|
||||
'source': source,
|
||||
'tileset': tileset
|
||||
})
|
||||
|
||||
# Sort tilesets by firstGid, highest first
|
||||
tilesets.sort(key=lambda x: x['firstGid'], reverse=True)
|
||||
|
||||
# Layer types
|
||||
# objectLayers = [] # Not implemented
|
||||
tileLayers = []
|
||||
for layerElement in root.findall('layer'):
|
||||
# Assume tile layer for now
|
||||
# Must have id, name, width, height attributes
|
||||
if 'id' not in layerElement.attrib or 'name' not in layerElement.attrib or 'width' not in layerElement.attrib or 'height' not in layerElement.attrib:
|
||||
print(f"Error: <layer> element in {asset['path']} is missing required attributes (id, name, width, height)")
|
||||
sys.exit(1)
|
||||
|
||||
id = int(layerElement.attrib['id'])
|
||||
name = layerElement.attrib['name']
|
||||
width = int(layerElement.attrib['width'])
|
||||
height = int(layerElement.attrib['height'])
|
||||
|
||||
# Need exactly one data element
|
||||
dataElements = layerElement.findall('data')
|
||||
if len(dataElements) != 1:
|
||||
print(f"Error: <layer> element in {asset['path']} must have exactly one <data> child element")
|
||||
sys.exit(1)
|
||||
|
||||
# Get text, remove whitespace, split by comman and convert to int
|
||||
dataElement = dataElements[0]
|
||||
if dataElement.attrib.get('encoding', '') != 'csv':
|
||||
print(f"Error: <data> element in {asset['path']} must have encoding='csv'")
|
||||
sys.exit(1)
|
||||
|
||||
dataText = dataElement.text.strip()
|
||||
data = [int(gid) for gid in dataText.split(',') if gid.strip().isdigit()]
|
||||
|
||||
# Should be exactly width * height entries
|
||||
if len(data) != width * height:
|
||||
print(f"Error: <data> element in {asset['path']} has {len(data)} entries but expected {width * height} (width * height)")
|
||||
sys.exit(1)
|
||||
|
||||
tileLayers.append({
|
||||
'id': id,
|
||||
'name': name,
|
||||
'width': width,
|
||||
'height': height,
|
||||
'data': data,
|
||||
})
|
||||
|
||||
# Now we have our layers all parsed out.
|
||||
data = bytearray()
|
||||
data += b'DRM' # Dusk RPG Map
|
||||
data += mapWidth.to_bytes(4, 'little') # Map width in tiles
|
||||
data += mapHeight.to_bytes(4, 'little') # Map height in tiles
|
||||
data += len(tilesets).to_bytes(4, 'little') # Number of tilesets
|
||||
data += len(tileLayers).to_bytes(4, 'little') # Number of layers
|
||||
|
||||
# For each layer...
|
||||
for layer in tileLayers:
|
||||
for gid in layer['data']:
|
||||
data += gid.to_bytes(4, 'little') # Tileset index
|
||||
|
||||
# For each tileset
|
||||
for tileset in tilesets:
|
||||
data += tileset['firstGid'].to_bytes(4, 'little') # First GID
|
||||
data += tileset['tileset']['tilesetIndex'].to_bytes(4, 'little') # Tileset index
|
||||
# For each model
|
||||
for model in map['models']:
|
||||
# Write vertex count and index count
|
||||
buffer.extend(model['vertexCount'].to_bytes(4, 'little'))
|
||||
# buffer.extend(model['indexCount'].to_bytes(4, 'little'))
|
||||
# For each vertex
|
||||
for vertex in model['vertices']:
|
||||
# This is not tightly packed in memory.
|
||||
# R G B A U V X Y Z
|
||||
# Color is 4 bytes (RGBA)
|
||||
# Rest is floats
|
||||
r, g, b = vertex['color']
|
||||
a = 255
|
||||
buffer.extend(r.to_bytes(1, 'little'))
|
||||
buffer.extend(g.to_bytes(1, 'little'))
|
||||
buffer.extend(b.to_bytes(1, 'little'))
|
||||
buffer.extend(a.to_bytes(1, 'little'))
|
||||
u, v = vertex['uv']
|
||||
buffer.extend(bytearray(struct.pack('<f', u)))
|
||||
buffer.extend(bytearray(struct.pack('<f', v)))
|
||||
x, y, z = vertex['position']
|
||||
buffer.extend(bytearray(struct.pack('<f', x)))
|
||||
buffer.extend(bytearray(struct.pack('<f', y)))
|
||||
buffer.extend(bytearray(struct.pack('<f', z)))
|
||||
|
||||
# Write out map file
|
||||
relative = getAssetRelativePath(asset['path'])
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.drm")
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dmf")
|
||||
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
|
||||
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
|
||||
with open(outputFilePath, "wb") as f:
|
||||
f.write(data)
|
||||
f.write(buffer)
|
||||
|
||||
outMap = {
|
||||
'mapPath': outputFileRelative,
|
||||
'files': [ outputFilePath ],
|
||||
'width': mapWidth,
|
||||
'height': mapHeight,
|
||||
'map': map
|
||||
}
|
||||
|
||||
return assetCache(asset['path'], outMap)
|
||||
Reference in New Issue
Block a user