Tile animations for world and entities. Implemented a fire timer for monsters to limit their fire rate. Preliminary sound support.
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20
draw.c
20
draw.c
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@ -16,6 +16,7 @@ void Draw_World( SDL_Renderer* r ) {
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dst.x = i * TILE_SIZE;
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uint8_t til = gs->levels[gs->current_level].tiles[j * 100 + gs->view_x + i];
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if ( til == 0 ) continue;
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til = G_UpdateFrame( til, i );
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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}
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}
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@ -37,12 +38,13 @@ void Draw_Player( SDL_Renderer* r ) {
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// grounded walk tile
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else if ( gs->ps.on_ground ) {
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til = gs->ps.last_dir >= 0 ? 53 : 57;
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til += (gs->ps.tick/4) % 3;
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}
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// jump tile
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else if ( gs->ps.do_jump || !gs->ps.on_ground )
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til = gs->ps.last_dir >= 0 ? 67 : 68;
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// dead
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if ( gs->ps.dead_timer ) til = 129;
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if ( gs->ps.dead_timer ) til = 129 + (gs->tick/4) % 4;
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// render
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// grounded debug
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@ -51,6 +53,10 @@ void Draw_Player( SDL_Renderer* r ) {
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SDL_RenderDrawLine( r, dst.x, dst.y+dst.h, dst.x+dst.w, dst.y+dst.h );
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}
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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/*dst.w = TILE_SIZE; dst.h = TILE_SIZE;
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dst.x = (gs->ps.tx - gs->view_x) * TILE_SIZE;
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dst.y = gs->ps.ty * TILE_SIZE + TILE_SIZE;
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SDL_RenderDrawRect( r, &dst );*/
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}
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// draw player bullet
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@ -66,6 +72,11 @@ void Draw_Bullet( SDL_Renderer* r ) {
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// render
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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/*SDL_SetRenderDrawColor( r, 255, 0, 255, 255 );
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dst.w = TILE_SIZE; dst.h = TILE_SIZE;
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dst.x = ((gs->ps.bullet_px / TILE_SIZE) - gs->view_x) * TILE_SIZE;
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dst.y = (gs->ps.bullet_py / TILE_SIZE) * TILE_SIZE + TILE_SIZE;
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SDL_RenderDrawRect( r, &dst );*/
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}
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}
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@ -81,6 +92,7 @@ void Draw_Monsters( SDL_Renderer* r ) {
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dst.y = TILE_SIZE + m->py;// - 10;
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dst.w = 24; dst.h = 20;
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til = m->dead_timer ? 129 : m->type;
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til += (gs->tick / 3) % 4;
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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}
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}
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@ -94,10 +106,16 @@ void Draw_MonsterBullet( SDL_Renderer* r ) {
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dst.y = TILE_SIZE + gs->mbullet_py;
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// tile 127 right, 128 left
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uint8_t til = gs->mbullet_dir > 0 ? 121 : 124;
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til += (gs->tick / 3) % 3;
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dst.w = 20; dst.h = 3;
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// render
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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/*SDL_SetRenderDrawColor( r, 255, 0, 255, 255 );
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dst.w = TILE_SIZE; dst.h = TILE_SIZE;
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dst.x = ((gs->mbullet_px / TILE_SIZE) - gs->view_x) * TILE_SIZE;
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dst.y = (gs->mbullet_py / TILE_SIZE) * TILE_SIZE + TILE_SIZE;
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SDL_RenderDrawRect( r, &dst );*/
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}
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}
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22
game.c
22
game.c
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@ -1,6 +1,7 @@
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#include "game.h"
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#include "world.h"
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#include "draw.h"
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#include "sound.h"
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// global game state
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game_state_t* gs = NULL;
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@ -50,8 +51,8 @@ static void G_InitAssets( SDL_Renderer* r ) {
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Util_FreeTileSurfaces();
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// sfx
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//g_assets->sfx[0] = S_LoadChunk( "res/jumpd8.wav" ); //Mix_LoadWAV_RW( rw, 1 );
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//g_assets->sfx[1] = S_LoadChunk( "res/pickupd8.wav" ); //Mix_LoadWAV_RW( rw, 1 );
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//g_assets->sfx[SFX_JUMP] = S_LoadChunk( "res/jumpd8.wav" ); //Mix_LoadWAV_RW( rw, 1 );
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//g_assets->sfx[SFX_PICKUP] = S_LoadChunk( "res/pickupd8.wav" ); //Mix_LoadWAV_RW( rw, 1 );
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}
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// poll input
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@ -136,6 +137,17 @@ static void G_Update() {
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G_ClearInput();
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}
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// update tile animation
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uint8_t G_UpdateFrame( uint8_t til, uint8_t salt ) {
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uint8_t mod;
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switch ( til ) {
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case 6: case 25: case 129: mod = 4; break;
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case 10: case 36: mod = 5; break;
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default: mod = 1; break;
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}
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return til + (gs->tick/5+salt) % mod;
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}
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// main drawing routine
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static void G_Draw( SDL_Renderer* r ) {
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// clear backbuffer
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@ -233,12 +245,12 @@ int main( int argc, char** argv ) {
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// destroy each tile texture
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for ( int i = 0; i < NUM_EXE_TILES; ++i )
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SDL_DestroyTexture( g_assets->tile_tx[i] );
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free( g_assets );
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free( gs );
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// free audio
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//for ( int i = 0; i < sizeof(g_assets->sfx) / sizeof(g_assets->sfx[0]) )
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//for ( int i = 0; i < NUM_SFX; ++i )
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//Mix_FreeChunk( g_assets->sfx[i] );
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//Mix_FreeMusic( g_assets->mus );
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free( g_assets );
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free( gs );
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//Mix_CloseAudio();
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// cleanup SDL
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10
game.h
10
game.h
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@ -2,17 +2,18 @@
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#define _LMDAVE_H
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#include <SDL.h>
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//#include <SDL/SDL_mixer.h>
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// for dealing with resources in EXE
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#include "util/util.h"
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#include "sound.h"
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#include "player.h"
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#include "monster.h"
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// global game state
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typedef struct {
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uint8_t quit;
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uint16_t tick;
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uint8_t current_level;
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// view and scroll are per tile
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uint8_t view_x, view_y;
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@ -35,7 +36,7 @@ typedef struct {
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// tiles as textures converted from util's tile surfaces
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SDL_Texture* tile_tx[NUM_EXE_TILES];
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// sfx
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//Mix_Chunk* sfx[2];
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Mix_Chunk* sfx[NUM_SFX];
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// music
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//Mix_Music* mus;
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} game_assets_t;
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@ -45,4 +46,9 @@ typedef struct {
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// fixed frame delay
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#define FRAME_DELAY 33
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// common functions
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// update a tile index based on game tick for animation
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uint8_t G_UpdateFrame( uint8_t til, uint8_t salt );
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#endif
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@ -35,13 +35,14 @@ void M_Fire() {
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for ( int i = 0; i < sizeof(gs->ms) / sizeof(gs->ms[0]); ++i ) {
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monster_state_t* m = &gs->ms[i];
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// assumed size of 24x20
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if ( m->type && !m->dead_timer && W_IsVisible( m->px ) && W_IsClear( m->px+12, m->py+10, 0 ) ) {
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if ( m->type && !m->dead_timer && W_IsVisible( m->px ) && W_IsClear( m->px+12, m->py+10, 0 ) && !m->fire_timer ) {
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gs->mbullet_dir = gs->ps.px < m->px ? -1 : 1;
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if ( gs->mbullet_dir == 1 )
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gs->mbullet_px = m->px + 18;
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if ( gs->mbullet_dir == -1 )
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gs->mbullet_px = m->px - 10;
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gs->mbullet_py = m->py + 10;
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m->fire_timer = 15;
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}
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}
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}
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@ -5,6 +5,7 @@
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typedef struct {
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uint8_t type; // type and tile index
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uint8_t dead_timer;
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uint8_t fire_timer;
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uint8_t path_index; // current point in path
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uint8_t tx, ty; // tile pos
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int16_t px, py; // pixel pos
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8
player.c
8
player.c
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@ -65,7 +65,7 @@ void P_PickupItem() {
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gs->ps.check_pickup_x = 0;
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gs->ps.check_pickup_y = 0;
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// sfx
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//Mix_PlayChannel( S_CHAN_PICKUP, g_assets->sfx[1], 0 );
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//Mix_PlayChannel( S_CHAN_PICKUP, g_assets->sfx[SFX_PICKUP], 0 );
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}
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// update collision point clear flags
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@ -174,25 +174,29 @@ void P_Move() {
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gs->ps.px += 2;
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gs->ps.last_dir = 1;
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gs->ps.do_right = 0;
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gs->ps.tick++;
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}
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if ( gs->ps.do_left ) {
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gs->ps.px -= 2;
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gs->ps.last_dir = -1;
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gs->ps.do_left = 0;
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gs->ps.tick++;
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}
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// up and down
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if ( gs->ps.do_up ) {
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gs->ps.py -= 2;
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gs->ps.do_up = 0;
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gs->ps.tick++;
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} else if ( gs->ps.do_down ) {
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gs->ps.py += 2;
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gs->ps.do_down = 0;
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gs->ps.tick++;
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// jump
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} else if ( gs->ps.do_jump ) {
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if ( !gs->ps.jump_timer ) {
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gs->ps.jump_timer = 25;
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//gs->ps.last_dir = 0;
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//Mix_PlayChannel( S_CHAN_JUMP, g_assets->sfx[0], 0 );
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//Mix_PlayChannel( S_CHAN_JUMP, g_assets->sfx[SFX_JUMP], 0 );
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}
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if ( gs->ps.col_point[0] && gs->ps.col_point[1] ) {
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1
player.h
1
player.h
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@ -12,6 +12,7 @@ typedef struct {
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uint8_t on_ground;
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// last facing direction
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int8_t last_dir;
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uint16_t tick;
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// input flags
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uint8_t try_right;
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@ -0,0 +1,18 @@
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#include "sound.h"
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// custom chunk loader for emscripten support
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Mix_Chunk* S_LoadChunk( const char* f ) {
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SDL_RWops* rw = SDL_RWFromFile( f, "rb" );
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int sz = SDL_RWsize( rw );
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uint8_t* rwdat = malloc( sz );
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SDL_RWread( rw, rwdat, 1, sz );
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SDL_RWclose( rw );
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rw = SDL_RWFromConstMem( rwdat, sz );
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Mix_Chunk* chunk = Mix_LoadWAV_RW( rw, 1 );
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SDL_RWclose( rw );
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free( rwdat );
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if ( chunk == NULL ) { printf( "Failed to load chunk %s!\n", f ); return NULL; }
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return chunk;
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}
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@ -0,0 +1,18 @@
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#ifndef __SOUND_H
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#define __SOUND_H
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#include <SDL.h>
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#include <SDL/SDL_mixer.h>
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// sfx names
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typedef enum {
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SFX_JUMP,
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SFX_PICKUP,
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NUM_SFX
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} SFX_NAME;
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// custom chunk loader for emscripten support
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Mix_Chunk* S_LoadChunk( const char* f );
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#endif
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3
world.c
3
world.c
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@ -109,6 +109,8 @@ uint8_t W_IsVisible( int16_t px ) {
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// level-wide state update
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void W_Update() {
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// update world tick
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gs->tick++;
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// check if at door and has trophy
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if ( gs->ps.check_door ) {
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if ( gs->ps.trophy ) {
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@ -137,6 +139,7 @@ void W_Update() {
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for ( int i = 0; i < sizeof(gs->ms) / sizeof(gs->ms[0]); ++i ) {
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monster_state_t* m = &gs->ms[i];
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if ( m->type ) {
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if ( m->fire_timer ) m->fire_timer--;
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if ( m->dead_timer ) {
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m->dead_timer--;
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if ( !m->dead_timer ) { m->type = 0; }
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