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https://github.com/NoelFB/tiny_link.git
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simple level loading
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parent
eefc0547eb
commit
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content/map/0x0.png
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content/map/0x0.png
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@ -0,0 +1,9 @@
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#include "tileset.h"
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using namespace TL;
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const Subtexture& Tileset::random_tile() const
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{
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int i = Calc::rand_int(columns * rows);
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return tiles[i];
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}
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@ -14,5 +14,7 @@ namespace TL
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int columns = 0;
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int rows = 0;
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Subtexture tiles[max_columns * max_rows];
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const Subtexture& random_tile() const;
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};
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}
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@ -55,7 +55,7 @@ void Animator::render(Batch& batch)
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if (in_valid_state())
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{
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batch.push_matrix(
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Mat3x2::create_transform(entity()->position, m_sprite->origin, Vec2::one, 0));
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Mat3x2::create_transform(entity()->position, m_sprite->origin, scale, 0));
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auto& anim = m_sprite->animations[m_animation_index];
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auto& frame = anim.frames[m_frame_index];
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@ -16,6 +16,7 @@ namespace TL
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float m_frame_counter = 0;
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public:
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Vec2 scale = Vec2::one;
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Animator() = default;
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Animator(const String& sprite);
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@ -1,5 +1,6 @@
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#include "player.h"
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#include "mover.h"
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#include "animator.h"
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using namespace TL;
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@ -34,17 +35,31 @@ void Player::update()
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input_jump.update();
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auto mover = get<Mover>();
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auto on_ground = mover->on_ground();
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auto anim = get<Animator>();
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auto was_on_ground = m_on_ground;
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m_on_ground = mover->on_ground();
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int input = input_move.value_i().x;
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// Sprite Stuff
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{
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// land squish
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if (!was_on_ground && m_on_ground)
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anim->scale = Vec2(facing * 1.5f, 0.7f);
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// lerp scale back to one
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anim->scale = Calc::approach(anim->scale, Vec2(facing, 1.0f), Time::delta * 4);
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// set facing
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anim->scale.x = Calc::abs(anim->scale.x) * facing;
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}
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// Horizontal Movement
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{
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// Acceleration
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mover->speed.x += input * (on_ground ? ground_accel : air_accel) * Time::delta;
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mover->speed.x += input * (m_on_ground ? ground_accel : air_accel) * Time::delta;
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// Maxspeed
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auto maxspd = (on_ground ? max_ground_speed : max_air_speed);
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auto maxspd = (m_on_ground ? max_ground_speed : max_air_speed);
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if (Calc::abs(mover->speed.x) > maxspd)
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{
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mover->speed.x = Calc::approach(
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@ -53,12 +68,17 @@ void Player::update()
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2000 * Time::delta);
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}
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if (input == 0 && on_ground)
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// Friction
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if (input == 0 && m_on_ground)
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mover->speed.x = Calc::approach(mover->speed.x, 0, friction * Time::delta);
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// Facing Direction
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if (input != 0 && m_on_ground)
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facing = input;
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}
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// Gravity
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if (!on_ground)
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if (!m_on_ground)
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{
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float grav = gravity;
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if (Calc::abs(mover->speed.y) < 20 && input_jump.down())
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@ -71,6 +91,7 @@ void Player::update()
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{
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if (input_jump.pressed() && mover->on_ground())
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{
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anim->scale = Vec2(facing * 0.65f, 1.4f);
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mover->speed.x = input * max_air_speed;
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m_jump_timer = jump_time;
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}
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@ -16,6 +16,8 @@ namespace TL
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void update() override;
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private:
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int facing = 1;
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float m_jump_timer = 0;
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bool m_on_ground;
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};
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}
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@ -7,11 +7,11 @@ using namespace TL;
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namespace
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{
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FilePath root;
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Vector<Sprite> sprites;
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Vector<Tileset> tilesets;
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Vector<Subtexture> subtextures;
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TextureRef sprite_atlas;
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struct RoomInfo
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{
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Image image;
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Point cell;
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};
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struct SpriteInfo
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{
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@ -19,6 +19,13 @@ namespace
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Aseprite aseprite;
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uint64_t pack_index;
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};
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FilePath root;
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Vector<Sprite> sprites;
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Vector<Tileset> tilesets;
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Vector<Subtexture> subtextures;
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Vector<RoomInfo> rooms;
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TextureRef sprite_atlas;
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}
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SpriteFont Content::font;
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@ -164,6 +171,28 @@ void Content::load()
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i++;
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}
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}
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// load the rooms
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for (auto& it : Directory::enumerate(path() + "/map", false))
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{
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if (!it.ends_with(".png"))
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continue;
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auto name = Path::get_file_name_no_ext(it);
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auto point = name.split('x');
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if (point.size() != 2)
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continue;
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RoomInfo info;
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info.cell.x = strtol(point[0].cstr(), nullptr, 0);
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info.cell.y = strtol(point[1].cstr(), nullptr, 0);
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info.image = Image(it);
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BLAH_ASSERT(info.image.width == Game::columns, "Room is incorrect width!");
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BLAH_ASSERT(info.image.height == Game::rows, "Room is incorrect height!");
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rooms.push_back(info);
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}
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}
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void Content::unload()
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@ -193,3 +222,12 @@ const Tileset* Content::find_tileset(const char* name)
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return nullptr;
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}
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const Image* Content::find_room(const Point& cell)
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{
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for (auto& it : rooms)
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if (it.cell == cell)
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return &it.image;
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return nullptr;
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}
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@ -20,5 +20,6 @@ namespace TL
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static const Sprite* find_sprite(const char* name);
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static const Tileset* find_tileset(const char* name);
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static const Image* find_room(const Point& cell);
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};
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}
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57
src/game.cpp
57
src/game.cpp
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@ -19,31 +19,57 @@ void Game::startup()
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// set batcher to use Nearest Filter
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batch.default_sampler = TextureSampler(TextureFilter::Nearest);
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m_draw_colliders = true;
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m_draw_colliders = false;
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load_map();
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load_room(Point(0, 0));
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}
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void Game::load_map()
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void Game::load_room(Point cell)
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{
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world.clear();
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const Image* grid = Content::find_room(cell);
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BLAH_ASSERT(grid, "Room doesn't exist!");
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room = cell;
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// add a test player
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Factory::player(&world, Point(width / 2, height - 32));
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// destroy all the entities
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world.clear();
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// get the castle tileset for now
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auto castle = Content::find_tileset("castle");
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// make the floor
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auto floor = world.add_entity();
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auto tm = floor->add(Tilemap(8, 8, 40, 23));
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tm->set_cells(0, 20, 40, 3, &castle->tiles[0]);
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tm->set_cells(0, 18, 10, 2, &castle->tiles[0]);
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auto tilemap = floor->add(Tilemap(8, 8, columns, rows));
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auto solids = floor->add(Collider::make_grid(8, 40, 23));
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solids->mask = Mask::solid;
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auto c2 = floor->add(Collider::make_grid(8, 40, 23));
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c2->set_cells(0, 20, 40, 3, true);
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c2->set_cells(0, 18, 10, 2, true);
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c2->mask = Mask::solid;
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// loop over the room grid
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for (int x = 0; x < columns; x ++)
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for (int y = 0; y < rows; y++)
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{
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Color col = grid->pixels[x + y * columns];
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uint32_t rgb =
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((uint32_t)col.r << 16) |
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((uint32_t)col.g << 8) |
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((uint32_t)col.b);
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switch (rgb)
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{
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// black does nothing
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case 0x000000:
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break;
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// solids
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case 0xffffff:
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tilemap->set_cell(x, y, &castle->random_tile());
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solids->set_cell(x, y, true);
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break;
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// player
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case 0x6abe30:
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Factory::player(&world, Point(x * tile_width + tile_width / 2, (y + 1) * tile_height));
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break;
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}
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}
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}
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void Game::shutdown()
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if (Input::pressed(Key::F1))
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m_draw_colliders = !m_draw_colliders;
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if (Input::pressed(Key::F2))
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load_map();
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load_room(room);
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world.update();
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}
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{
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// draw gameplay stuff
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{
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buffer->clear(0x4488aa);
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buffer->clear(0x150e22);
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world.render(batch);
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}
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}
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batch.tex(Content::atlas());
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batch.render(buffer);
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batch.clear();
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}
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class Game
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{
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public:
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static constexpr int width = 320;
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static constexpr int height = 180;
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static constexpr int width = 240;
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static constexpr int height = 135;
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static constexpr int tile_width = 8;
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static constexpr int tile_height = 8;
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static constexpr int columns = width / tile_width;
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static constexpr int rows = height / tile_height + 1;
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World world;
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FrameBufferRef buffer;
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Batch batch;
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Point room;
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void load_map();
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void load_room(Point cell);
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void startup();
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void shutdown();
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void update();
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