Refactored biome-separated world rendering...
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043dba7c07
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@ -307,6 +307,7 @@ package body core is
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v : in integer := 0;
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width : in integer := 0;
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height : in integer := 0;
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ignore : in boolean := false;
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state : in animation := idle;
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factor : in integer := zoom;
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tint : in colour := (others => 255)) is
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@ -316,8 +317,8 @@ package body core is
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new_tint : ray.colour := (ray.colour_range (tint.r), ray.colour_range (tint.g), ray.colour_range (tint.b), ray.colour_range (tint.a));
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begin
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ray.draw_texture (data => texture_array (data.index),
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uv => (x => float (if u > 0 then u else (animation_time mod data.frames) * data.width),
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y => float (if v > 0 then v else (animation'pos (state) mod data.states) * data.height),
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uv => (x => float (if ignore then u else (animation_time mod data.frames) * data.width),
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y => float (if ignore then v else (animation'pos (state) mod data.states) * data.height),
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width => new_width,
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height => new_height),
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view => (x => float (x),
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@ -158,6 +158,7 @@ package core is
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v : in integer := 0;
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width : in integer := 0;
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height : in integer := 0;
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ignore : in boolean := false;
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state : in animation := idle;
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factor : in integer := zoom;
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tint : in colour := (others => 255));
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@ -204,7 +204,7 @@ begin
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world.configure;
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--~ai.configure;
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world.make (world.swamp, 240, 180, 8);
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world.make (world.rough, 240, 180, 8);
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world.add_chad (player);
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core.dash;
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@ -19,7 +19,8 @@ package body world is
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equipment_limit : constant natural := 600;
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unit_limit : constant natural := 60;
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earth : core.sprite;
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tiles : array (biome) of core.sprite;
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dark : core.sprite;
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border_upper : core.sprite;
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border_lower : core.sprite;
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@ -36,7 +37,10 @@ package body world is
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begin
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core.echo (core.comment, "Configuring world components...");
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--
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earth := core.import_sprite (core.folder & "/game/world/terrain/earth.png", 1, 1);
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for index in biome loop
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tiles (index) := core.import_sprite (core.folder & "/game/world/terrain/" & core.lowercase (index'image) & ".png", 4, 1);
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end loop;
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--
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dark := core.import_sprite (core.folder & "/game/world/dark.png", 1, 1);
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border_upper := core.import_sprite (core.folder & "/game/world/frame/border_upper.png", 1, 1);
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border_lower := core.import_sprite (core.folder & "/game/world/frame/border_lower.png", 1, 1);
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@ -77,7 +81,7 @@ package body world is
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map.chad_limit := chad_limit;
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map.chad_count := 0;
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--
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map.earth := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.tiles := new integer_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.clips := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.views := new boolean_matrix (0 .. map.width - 1, 0 .. map.height - 1);
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map.landmarks := new entity_array (1 .. landmark_limit);
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@ -89,7 +93,7 @@ package body world is
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--
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for x in 0 .. width - 1 loop
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for y in 0 .. height - 1 loop
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map.earth (x, y) := (if core.random (0, 23) < 19 then core.random (0, 11) else core.random (0, 23));
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map.tiles (x, y) := (if core.random (0, 17) > 3 then core.random (0, 5) else core.random (0, 17));
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map.clips (x, y) := false;
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map.views (x, y) := false;
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end loop;
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@ -192,7 +196,7 @@ package body world is
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--
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for x in 0 .. map.width - 1 loop
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for y in 0 .. map.height - 1 loop
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core.io.write (file, map.earth (x, y));
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core.io.write (file, map.tiles (x, y));
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core.io.write (file, boolean'pos (map.clips (x, y)));
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core.io.write (file, boolean'pos (map.views (x, y)));
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end loop;
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@ -237,7 +241,7 @@ package body world is
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--
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for x in 0 .. map.width - 1 loop
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for y in 0 .. map.height - 1 loop
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core.io.read (file, map.earth (x, y));
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core.io.read (file, map.tiles (x, y));
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core.io.read (file, this); map.clips (x, y) := boolean'val (this);
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core.io.read (file, this); map.views (x, y) := boolean'val (this);
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end loop;
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@ -299,13 +303,14 @@ package body world is
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exit when offset.x + (horizontal - core.camera.x) * core.base * core.zoom > core.window_width;
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--
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if map.views (horizontal, vertical) then
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core.draw (data => earth,
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core.draw (data => tiles (map.kind),
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x => offset.x + (horizontal - core.camera.x) * core.base * core.zoom,
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y => offset.y + (vertical - core.camera.y) * core.base * core.zoom,
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u => core.base * biome'pos (map.kind) * 4,
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v => core.base * map.earth (horizontal, vertical),
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u => core.base * map.tiles (horizontal, vertical),
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v => core.base * (core.animation_time mod tiles (map.kind).frames),
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width => core.base,
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height => core.base);
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height => core.base,
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ignore => true);
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--~--
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if core.cursor.x > offset.x + (horizontal - core.camera.x ) * core.base * core.zoom - 6
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and core.cursor.x < offset.x + (horizontal - core.camera.x + 1) * core.base * core.zoom + 6
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@ -342,9 +347,7 @@ package body world is
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core.draw (data => locations (location_index'val (map.locations (index).index)),
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x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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v => locations (location_index'val (map.locations (index).index)).height * map.locations (index).state,
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width => locations (location_index'val (map.locations (index).index)).width,
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height => locations (location_index'val (map.locations (index).index)).height);
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state => core.animation'val (map.locations (index).state));
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if core.cursor_inside (x => offset.x + (map.locations (index).x - core.camera.x) * core.base * core.zoom,
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y => offset.y + (map.locations (index).y - core.camera.y) * core.base * core.zoom,
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width => locations (location_index'val (map.locations (index).index)).width,
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@ -443,11 +446,11 @@ package body world is
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--
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for vertical in 0 .. map.height - 1 loop
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for horizontal in 0 .. map.width - 1 loop
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core.render_image (data => earth,
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core.render_image (data => tiles (map.kind),
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x => horizontal * core.base,
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y => vertical * core.base,
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u => core.base * biome'pos (map.kind) * 4,
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v => core.base * map.earth (horizontal, vertical),
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u => core.base * map.tiles (horizontal, vertical),
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v => 0,
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width => core.base,
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height => core.base);
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end loop;
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@ -56,7 +56,7 @@ package world is
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height : natural;
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chad_count : natural;
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chad_limit : natural;
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earth : access integer_matrix;
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tiles : access integer_matrix;
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clips : access boolean_matrix;
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views : access boolean_matrix;
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landmarks : access entity_array;
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