Update ui, edit levels
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@ -27,26 +27,26 @@
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3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,35,51,35,0,0,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,37,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
|
@ -111,14 +111,14 @@
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,27,0,27,0,0,27,0,0,0,0,27,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,27,0,27,0,0,27,0,0,0,0,27,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,31,0,27,0,0,0,0,0,0,0,27,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,31,0,27,0,0,0,0,0,0,0,27,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,26,26,26,26,26,26,73,26,73,26,26,26,26,26,26,26,73,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,26,26,26,26,26,26,73,26,73,26,26,26,26,26,26,26,73,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,26,26,72,26,26,26,26,26,25,0,0,0,0,0,0,0,0,0,0,0,24,26,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,25,0,0,0,0,0,0,0,
|
||||||
72,26,26,26,26,26,26,26,26,26,26,26,72,26,26,26,26,26,26,26,26,26,26,26,26,25,0,0,0,0,0,0,0,27,0,0,0,0,0,0,27,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,0,0,45,0,
|
72,26,26,26,26,26,26,26,26,26,26,26,72,26,26,26,26,26,26,26,26,26,26,26,26,25,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,45,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,44,0,0,0,44,0,0,0,0,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,26,26,26,26,26,46,0,0,0,44,0,27,0,44,0,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,24,26,26,74,0,0,0,40,26,26,26,26,26,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,24,26,26,73,26,74,0,0,0,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,27,0,0,27,0,0,0,0,0,0,0,0,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,27,0,0,0,0,27,0,0,0,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,31,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,40,26,25,0,0,0,0,0,0,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,31,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,25,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,24,26,26,26,26,60,26,26,26,26,26,25,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,25,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,27,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,24,26,26,26,26,60,26,26,26,26,26,25,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,0,45,0,
|
27,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,0,45,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,47,26,41,0,0,0,0,0,0,0,0,0,0,0,0,44,0,0,0,0,0,44,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,44,0,0,0,0,
|
27,0,0,0,0,0,0,0,0,0,47,26,41,0,0,0,0,0,0,0,0,0,0,0,0,44,0,0,0,0,0,44,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,44,0,0,0,0,
|
||||||
27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,40,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,26,26,
|
27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,40,0,0,0,0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,40,26,26,26,26,
|
||||||
|
@ -134,7 +134,7 @@
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
<objectgroup id="3" name="objects">
|
<objectgroup id="3" name="objects">
|
||||||
<object id="1" type="spawn" x="12" y="468">
|
<object id="1" type="spawn" x="12" y="469">
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
<object id="2" type="source" x="4" y="332">
|
<object id="2" type="source" x="4" y="332">
|
||||||
|
@ -147,7 +147,6 @@
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="32,-64 -2,-46"/>
|
<polyline points="32,-64 -2,-46"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="4" type="focus" x="0" y="424" width="96" height="56"/>
|
|
||||||
<object id="5" type="wire" x="20" y="436">
|
<object id="5" type="wire" x="20" y="436">
|
||||||
<polyline points="0,0 16,0"/>
|
<polyline points="0,0 16,0"/>
|
||||||
</object>
|
</object>
|
||||||
|
@ -202,7 +201,7 @@
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
<object id="19" type="coin" gid="5" x="216" y="424" width="8" height="8"/>
|
<object id="19" type="coin" gid="5" x="216" y="424" width="8" height="8"/>
|
||||||
<object id="20" type="coin" gid="5" x="296" y="472" width="8" height="8"/>
|
<object id="20" type="coin" gid="5" x="256" y="472" width="8" height="8"/>
|
||||||
<object id="21" type="coin" gid="5" x="392" y="184" width="8" height="8"/>
|
<object id="21" type="coin" gid="5" x="392" y="184" width="8" height="8"/>
|
||||||
<object id="22" type="coin" gid="5" x="120" y="472" width="8" height="8"/>
|
<object id="22" type="coin" gid="5" x="120" y="472" width="8" height="8"/>
|
||||||
<object id="23" type="coin" gid="5" x="16" y="416" width="8" height="8"/>
|
<object id="23" type="coin" gid="5" x="16" y="416" width="8" height="8"/>
|
||||||
|
@ -215,14 +214,15 @@
|
||||||
</object>
|
</object>
|
||||||
<object id="28" type="wire" x="444" y="396">
|
<object id="28" type="wire" x="444" y="396">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="anchor2" type="bool" value="false"/>
|
<property name="anchor1" type="bool" value="false"/>
|
||||||
|
<property name="anchor2" type="bool" value="true"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 24,-8"/>
|
<polyline points="0,0 24,-8"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="29" type="wire" x="436" y="396">
|
<object id="29" type="wire" x="436" y="396">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="anchor1" type="bool" value="true"/>
|
<property name="anchor1" type="bool" value="false"/>
|
||||||
<property name="anchor2" type="bool" value="false"/>
|
<property name="anchor2" type="bool" value="true"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="8,0 -56,-8"/>
|
<polyline points="8,0 -56,-8"/>
|
||||||
</object>
|
</object>
|
||||||
|
|
File diff suppressed because one or more lines are too long
BIN
assets/tiles.png
BIN
assets/tiles.png
Binary file not shown.
Before Width: | Height: | Size: 711 B After Width: | Height: | Size: 717 B |
File diff suppressed because one or more lines are too long
50
src/main.zig
50
src/main.zig
|
@ -30,7 +30,12 @@ const Control = struct {
|
||||||
facing: enum { left, right, up, down } = .right,
|
facing: enum { left, right, up, down } = .right,
|
||||||
grabbing: ?struct { id: usize, which: usize } = null,
|
grabbing: ?struct { id: usize, which: usize } = null,
|
||||||
};
|
};
|
||||||
const Sprite = struct { offset: Vec2f = Vec2f{ 0, 0 }, size: w4.Vec2, index: usize, flags: w4.BlitFlags };
|
const Sprite = struct {
|
||||||
|
offset: Vec2 = Vec2{ 0, 0 },
|
||||||
|
size: w4.Vec2,
|
||||||
|
index: usize,
|
||||||
|
flags: w4.BlitFlags,
|
||||||
|
};
|
||||||
const StaticAnim = Anim;
|
const StaticAnim = Anim;
|
||||||
const ControlAnim = struct { anims: []AnimData, state: Anim };
|
const ControlAnim = struct { anims: []AnimData, state: Anim };
|
||||||
const Kinematic = struct {
|
const Kinematic = struct {
|
||||||
|
@ -169,9 +174,16 @@ var player: Player = undefined;
|
||||||
var music = Music.Procedural.init(.C3, &Music.Minor, 83);
|
var music = Music.Procedural.init(.C3, &Music.Minor, 83);
|
||||||
var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable;
|
var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable;
|
||||||
var camera = Vec2{ 0, 0 };
|
var camera = Vec2{ 0, 0 };
|
||||||
|
|
||||||
const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB };
|
const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB };
|
||||||
var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable;
|
var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable;
|
||||||
var score: u8 = 0;
|
var score: u8 = 0;
|
||||||
|
var ScoreCoin = Sprite{
|
||||||
|
.size = Map.tile_size,
|
||||||
|
.index = 4,
|
||||||
|
.flags = .{ .bpp = .b2 },
|
||||||
|
};
|
||||||
|
|
||||||
var solids_mutable = assets.solid;
|
var solids_mutable = assets.solid;
|
||||||
var conduit_mutable = assets.conduit;
|
var conduit_mutable = assets.conduit;
|
||||||
var conduitLevels_mutable: [conduit_mutable.len]u8 = undefined;
|
var conduitLevels_mutable: [conduit_mutable.len]u8 = undefined;
|
||||||
|
@ -357,15 +369,28 @@ export fn update() void {
|
||||||
// Score UI
|
// Score UI
|
||||||
{
|
{
|
||||||
const playerPos = util.vec2fToVec2(player.pos.pos) - camera * Map.tile_size;
|
const playerPos = util.vec2fToVec2(player.pos.pos) - camera * Map.tile_size;
|
||||||
const scoreY: u8 = if (playerPos[1] > 80) 0 else 152;
|
const textOffset = Vec2{ 9, 1 };
|
||||||
const scoreX: u8 = if (playerPos[0] > 80) 0 else 160 - 64;
|
const textChars = 3;
|
||||||
|
const size = Vec2{ 8 * textChars, 8 } + textOffset;
|
||||||
|
const scorePos = Vec2{
|
||||||
|
if (playerPos[0] > 80) 0 else 160 - size[0],
|
||||||
|
if (playerPos[1] > 80) 0 else 160 - size[1],
|
||||||
|
};
|
||||||
|
|
||||||
|
// Manually convert score to text
|
||||||
|
var scoreDigits = [textChars]u8{ 'x', '0', '0' };
|
||||||
|
scoreDigits[1] = '0' + @divTrunc(score, 10);
|
||||||
|
scoreDigits[2] = '0' + score % 10;
|
||||||
|
|
||||||
|
// Clear background of score
|
||||||
w4.DRAW_COLORS.* = 0x0004;
|
w4.DRAW_COLORS.* = 0x0004;
|
||||||
w4.rect(Vec2{ scoreX, scoreY }, Vec2{ 64, 8 });
|
w4.rect(scorePos, size);
|
||||||
|
|
||||||
|
// Draw coin
|
||||||
|
draw_sprite(scorePos, ScoreCoin);
|
||||||
|
|
||||||
w4.DRAW_COLORS.* = 0x0042;
|
w4.DRAW_COLORS.* = 0x0042;
|
||||||
w4.text("Score", Vec2{ scoreX, scoreY });
|
w4.text(&scoreDigits, scorePos + Vec2{ 9, 1 });
|
||||||
var scoreDigits = [2]u8{ '0', '0' };
|
|
||||||
scoreDigits[1] = '0' + score;
|
|
||||||
w4.text(&scoreDigits, Vec2{ scoreX + 48, scoreY });
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Music
|
// Music
|
||||||
|
@ -605,12 +630,15 @@ fn vec2ftovec2(vec2f: Vec2f) w4.Vec2 {
|
||||||
|
|
||||||
fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void {
|
fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void {
|
||||||
if (!inView(pos.pos)) return;
|
if (!inView(pos.pos)) return;
|
||||||
|
const ipos = (util.vec2fToVec2(pos.pos) + sprite.offset) - camera * Map.tile_size;
|
||||||
|
draw_sprite(ipos, sprite.*);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_sprite(pos: Vec2, sprite: Sprite) void {
|
||||||
w4.DRAW_COLORS.* = 0x2210;
|
w4.DRAW_COLORS.* = 0x2210;
|
||||||
const fpos = pos.pos + sprite.offset;
|
|
||||||
const ipos = w4.Vec2{ @floatToInt(i32, fpos[0]), @floatToInt(i32, fpos[1]) } - camera * Map.tile_size;
|
|
||||||
const index = sprite.index;
|
const index = sprite.index;
|
||||||
const t = w4.Vec2{ @intCast(i32, (index * 8) % 128), @intCast(i32, (index * 8) / 128) };
|
const t = w4.Vec2{ @intCast(i32, (index * 8) % 128), @intCast(i32, (index * 8) / 128) };
|
||||||
w4.blitSub(&assets.tiles, ipos, sprite.size, t, 128, sprite.flags);
|
w4.blitSub(&assets.tiles, pos, sprite.size, t, 128, sprite.flags);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn staticAnimProcess(_: f32, sprite: *Sprite, anim: *StaticAnim) void {
|
fn staticAnimProcess(_: f32, sprite: *Sprite, anim: *StaticAnim) void {
|
||||||
|
|
Loading…
Reference in New Issue