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author | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-12 14:12:42 -0500 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2022-03-12 14:12:42 -0500 |
commit | 4b6e5eb5d3e0733c239a7a231da91a9977c38246 (patch) | |
tree | 90b18271f180c56efc9995458714b2b0aa3725fc /src/renderer.cpp | |
parent | be9ccb73bc20b03f62c77f5d529602a10ef4eda9 (diff) | |
download | ether-4b6e5eb5d3e0733c239a7a231da91a9977c38246.tar.gz ether-4b6e5eb5d3e0733c239a7a231da91a9977c38246.tar.bz2 ether-4b6e5eb5d3e0733c239a7a231da91a9977c38246.zip |
dynamic wall and floor textures
Diffstat (limited to 'src/renderer.cpp')
-rw-r--r-- | src/renderer.cpp | 80 |
1 files changed, 66 insertions, 14 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index 0aaa14a..00b557a 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp | |||
@@ -122,6 +122,18 @@ Renderer::Renderer() | |||
122 | } | 122 | } |
123 | 123 | ||
124 | SDL_SetTextureBlendMode(playerSheet_.get(), SDL_BLENDMODE_BLEND); | 124 | SDL_SetTextureBlendMode(playerSheet_.get(), SDL_BLENDMODE_BLEND); |
125 | |||
126 | { | ||
127 | surface_ptr pfs(IMG_Load("../res/runninbloods.png")); | ||
128 | if (!pfs) | ||
129 | { | ||
130 | throw img_error(); | ||
131 | } | ||
132 | |||
133 | tileset_ = texture_ptr(SDL_CreateTextureFromSurface(ren_.get(), pfs.get())); | ||
134 | } | ||
135 | |||
136 | SDL_SetTextureBlendMode(tileset_.get(), SDL_BLENDMODE_BLEND); | ||
125 | } | 137 | } |
126 | 138 | ||
127 | void Renderer::render( | 139 | void Renderer::render( |
@@ -151,12 +163,19 @@ void Renderer::render( | |||
151 | for (int x = game.map.getLeft(); x < game.map.getRight(); x++) | 163 | for (int x = game.map.getLeft(); x < game.map.getRight(); x++) |
152 | { | 164 | { |
153 | bool draw = true; | 165 | bool draw = true; |
166 | bool drawColour = false; | ||
167 | SDL_Rect rect { | ||
168 | game.map.getTrueX(x) * TILE_WIDTH, | ||
169 | game.map.getTrueY(y) * TILE_HEIGHT, | ||
170 | TILE_WIDTH, | ||
171 | TILE_HEIGHT}; | ||
154 | 172 | ||
155 | if (!game.map.at(x,y).lit) | 173 | if (!game.map.at(x,y).lit) |
156 | { | 174 | { |
157 | if (drawDark) | 175 | if (drawDark) |
158 | { | 176 | { |
159 | SDL_SetRenderDrawColor(ren_.get(), 40, 40, 40, 255); | 177 | SDL_SetRenderDrawColor(ren_.get(), 40, 40, 40, 255); |
178 | drawColour = true; | ||
160 | } else { | 179 | } else { |
161 | draw = false; | 180 | draw = false; |
162 | } | 181 | } |
@@ -186,6 +205,7 @@ void Renderer::render( | |||
186 | case Tile::Lamp: | 205 | case Tile::Lamp: |
187 | { | 206 | { |
188 | SDL_SetRenderDrawColor(ren_.get(), 0, 255, 255, alpha); | 207 | SDL_SetRenderDrawColor(ren_.get(), 0, 255, 255, alpha); |
208 | drawColour = true; | ||
189 | break; | 209 | break; |
190 | } | 210 | } |
191 | } | 211 | } |
@@ -193,22 +213,47 @@ void Renderer::render( | |||
193 | 213 | ||
194 | if (draw) | 214 | if (draw) |
195 | { | 215 | { |
196 | SDL_Rect rect { | 216 | if (game.map.at(x,y).tile == Tile::Floor || game.map.at(x,y).tile == Tile::Dust) { |
197 | game.map.getTrueX(x) * TILE_WIDTH, | 217 | SDL_Rect tileRect {17 * 16, 15 * 16, 16, 16}; |
198 | game.map.getTrueY(y) * TILE_HEIGHT, | 218 | SDL_RenderCopy(ren_.get(), tileset_.get(), &tileRect, &rect); |
199 | TILE_WIDTH, | 219 | |
200 | TILE_HEIGHT}; | 220 | if (game.map.at(x,y).renderId != -1) { |
201 | 221 | tileRect.x = game.map.at(x,y).renderId % 24 * 16; | |
202 | SDL_RenderFillRect(ren_.get(), &rect); | 222 | tileRect.y = game.map.at(x,y).renderId / 24 * 16; |
223 | SDL_RenderCopy(ren_.get(), tileset_.get(), &tileRect, &rect); | ||
224 | } | ||
225 | } else if (game.map.at(x,y).tile == Tile::Wall) { | ||
226 | SDL_Rect tileRect { | ||
227 | game.map.at(x,y).renderId % 24 * 16, | ||
228 | game.map.at(x,y).renderId / 24 * 16, | ||
229 | 16, | ||
230 | 16}; | ||
231 | |||
232 | SDL_RenderCopy(ren_.get(), tileset_.get(), &tileRect, &rect); | ||
233 | } | ||
203 | 234 | ||
204 | if ((game.player_x == x && game.player_y == y) && game.renderPlayer) | 235 | if (drawColour) { |
205 | { | 236 | SDL_RenderFillRect(ren_.get(), &rect); |
206 | SDL_RenderCopy(ren_.get(), playerSheet_.get(), &game.playerAnim.getRenderRect(), &rect); | ||
207 | } | 237 | } |
208 | } | 238 | } |
209 | } | 239 | } |
210 | } | 240 | } |
211 | 241 | ||
242 | if (game.renderPlayer) { | ||
243 | SDL_Rect rect { | ||
244 | game.map.getTrueX(game.player_x) * TILE_WIDTH, | ||
245 | game.map.getTrueY(game.player_y) * TILE_HEIGHT, | ||
246 | TILE_WIDTH, | ||
247 | TILE_HEIGHT}; | ||
248 | |||
249 | if (game.moving) { | ||
250 | rect.x = game.moveProgress.getProgress(game.map.getTrueX(game.player_oldx) * TILE_WIDTH, rect.x); | ||
251 | rect.y = game.moveProgress.getProgress(game.map.getTrueY(game.player_oldy) * TILE_HEIGHT, rect.y); | ||
252 | } | ||
253 | |||
254 | SDL_RenderCopy(ren_.get(), playerSheet_.get(), &game.playerAnim.getRenderRect(), &rect); | ||
255 | } | ||
256 | |||
212 | texture_ptr mask( | 257 | texture_ptr mask( |
213 | SDL_CreateTexture( | 258 | SDL_CreateTexture( |
214 | ren_.get(), | 259 | ren_.get(), |
@@ -250,10 +295,17 @@ void Renderer::render( | |||
250 | SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); | 295 | SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, 0); |
251 | SDL_RenderClear(ren_.get()); | 296 | SDL_RenderClear(ren_.get()); |
252 | 297 | ||
253 | int fadeX = game.map.getTrueX(x) - game.map.at(x,y).lightRadius; | 298 | int posToUseX = game.map.getTrueX(x); |
254 | int fadeY = game.map.getTrueY(y) - game.map.at(x,y).lightRadius; | 299 | int posToUseY = game.map.getTrueY(y); |
255 | int fadeRight = game.map.getTrueX(x) + game.map.at(x,y).lightRadius; | 300 | if (game.map.at(x,y).lightType == Source::Player && game.moving) { |
256 | int fadeBottom = game.map.getTrueY(y) + game.map.at(x,y).lightRadius; | 301 | posToUseX = game.moveProgress.getProgress(game.map.getTrueX(game.player_oldx), posToUseX); |
302 | posToUseY = game.moveProgress.getProgress(game.map.getTrueY(game.player_oldy), posToUseY); | ||
303 | } | ||
304 | |||
305 | int fadeX = posToUseX - game.map.at(x,y).lightRadius; | ||
306 | int fadeY = posToUseY - game.map.at(x,y).lightRadius; | ||
307 | int fadeRight = posToUseX + game.map.at(x,y).lightRadius; | ||
308 | int fadeBottom = posToUseY + game.map.at(x,y).lightRadius; | ||
257 | 309 | ||
258 | SDL_Rect fadeRect { | 310 | SDL_Rect fadeRect { |
259 | fadeX * TILE_WIDTH, | 311 | fadeX * TILE_WIDTH, |