Revamp map
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.5" tiledversion="1.7.2" orientation="orthogonal" renderorder="right-down" width="60" height="60" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="3">
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<editorsettings>
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<chunksize width="20" height="20"/>
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<export target="map.json" format="json"/>
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</editorsettings>
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<tileset firstgid="1" source="wired.tsx"/>
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<layer id="1" name="solid" width="60" height="60">
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||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||||
|
</data>
|
||||||
|
</layer>
|
||||||
|
<objectgroup id="3" name="objects">
|
||||||
|
<object id="1" type="spawn" x="12" y="468">
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="2" type="source" x="4" y="332">
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
</objectgroup>
|
||||||
|
</map>
|
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: 721 B After Width: | Height: | Size: 724 B |
File diff suppressed because one or more lines are too long
|
@ -2,4 +2,4 @@
|
||||||
|
|
||||||
w4 png2src --template assets/assets-template --zig assets/tiles.png -o assets/tiles.zig
|
w4 png2src --template assets/assets-template --zig assets/tiles.png -o assets/tiles.zig
|
||||||
w4 png2src --template assets/assets-template --zig assets/sprites.png -o assets/sprites.zig
|
w4 png2src --template assets/assets-template --zig assets/sprites.png -o assets/sprites.zig
|
||||||
zig run map2src.zig -- assets/maps/map.zig assets/maps/test.json
|
zig run map2src.zig -- assets/maps/map.zig assets/maps/map.json
|
||||||
|
|
29
map2src.zig
29
map2src.zig
|
@ -20,7 +20,7 @@ const Object = struct {
|
||||||
polyline: []Point = &.{},
|
polyline: []Point = &.{},
|
||||||
properties: []Property = &.{},
|
properties: []Property = &.{},
|
||||||
rotation: f64 = 0,
|
rotation: f64 = 0,
|
||||||
@"type": enum { wire, source, door },
|
@"type": enum { wire, source, door, spawn },
|
||||||
visible: bool = true,
|
visible: bool = true,
|
||||||
width: u64 = 0,
|
width: u64 = 0,
|
||||||
x: f64 = 0,
|
x: f64 = 0,
|
||||||
|
@ -44,6 +44,7 @@ const Layer = struct {
|
||||||
|
|
||||||
const MapType = struct {
|
const MapType = struct {
|
||||||
compressionlevel: i64 = -1,
|
compressionlevel: i64 = -1,
|
||||||
|
editorsettings: struct { chunksize: struct { height: usize = 0, width: usize = 0 } = .{} } = .{},
|
||||||
height: u64 = 0,
|
height: u64 = 0,
|
||||||
infinite: bool = false,
|
infinite: bool = false,
|
||||||
layers: []Layer,
|
layers: []Layer,
|
||||||
|
@ -61,7 +62,7 @@ const MapType = struct {
|
||||||
};
|
};
|
||||||
|
|
||||||
const KB = 1024;
|
const KB = 1024;
|
||||||
var heap: [64 * KB]u8 = undefined;
|
var heap: [128 * KB]u8 = undefined;
|
||||||
var fba = std.heap.FixedBufferAllocator.init(&heap);
|
var fba = std.heap.FixedBufferAllocator.init(&heap);
|
||||||
var alloc = fba.allocator();
|
var alloc = fba.allocator();
|
||||||
var verbose = true;
|
var verbose = true;
|
||||||
|
@ -93,7 +94,7 @@ pub fn do() !void {
|
||||||
while (try argsIter.next(alloc)) |arg| {
|
while (try argsIter.next(alloc)) |arg| {
|
||||||
defer alloc.free(arg);
|
defer alloc.free(arg);
|
||||||
if (verbose) std.log.info("{s}", .{arg});
|
if (verbose) std.log.info("{s}", .{arg});
|
||||||
var filebuffer: [64 * KB]u8 = undefined;
|
var filebuffer: [32 * KB]u8 = undefined;
|
||||||
var filecontents = try cwd.readFile(arg, &filebuffer);
|
var filecontents = try cwd.readFile(arg, &filebuffer);
|
||||||
|
|
||||||
@setEvalBranchQuota(10000);
|
@setEvalBranchQuota(10000);
|
||||||
|
@ -109,11 +110,15 @@ pub fn do() !void {
|
||||||
try outlist.appendSlice("const Vec2 = std.meta.Vector(2,i32);\n");
|
try outlist.appendSlice("const Vec2 = std.meta.Vector(2,i32);\n");
|
||||||
try outlist.appendSlice("const Wire = struct { p1: Vec2, p2: Vec2, a1: bool, a2: bool };\n");
|
try outlist.appendSlice("const Wire = struct { p1: Vec2, p2: Vec2, a1: bool, a2: bool };\n");
|
||||||
|
|
||||||
var outbuffer: [4 * KB]u8 = undefined;
|
var outbuffer: [16 * KB]u8 = undefined;
|
||||||
for (map.layers) |layer| {
|
for (map.layers) |layer| {
|
||||||
switch (layer.@"type") {
|
switch (layer.@"type") {
|
||||||
.tilelayer => {
|
.tilelayer => {
|
||||||
var outcontent = try std.fmt.bufPrint(&outbuffer, "pub const {s}: [{}]u8 = .{any};\n", .{ layer.name, layer.data.len, layer.data });
|
var outcontent = try std.fmt.bufPrint(
|
||||||
|
&outbuffer,
|
||||||
|
"pub const {2s}_size: Vec2 = Vec2{{ {}, {} }};\npub const {s}: [{}]u8 = .{any};\n",
|
||||||
|
.{ layer.width, layer.height, layer.name, layer.data.len, layer.data },
|
||||||
|
);
|
||||||
_ = try outlist.appendSlice(outcontent);
|
_ = try outlist.appendSlice(outcontent);
|
||||||
},
|
},
|
||||||
.objectgroup => {
|
.objectgroup => {
|
||||||
|
@ -131,6 +136,7 @@ pub fn do() !void {
|
||||||
.wire => try wirelist.append(obj),
|
.wire => try wirelist.append(obj),
|
||||||
.door => try doorlist.append(obj),
|
.door => try doorlist.append(obj),
|
||||||
.source => try sourcelist.append(obj),
|
.source => try sourcelist.append(obj),
|
||||||
|
.spawn => try appendSpawn(&outlist, obj),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -192,3 +198,16 @@ pub fn appendSources(outlist: *std.ArrayList(u8), sourcelist: std.ArrayList(Obje
|
||||||
}
|
}
|
||||||
try outlist.appendSlice("};\n");
|
try outlist.appendSlice("};\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn appendSpawn(outlist: *std.ArrayList(u8), spawn: Object) !void {
|
||||||
|
var outbuffer: [4 * KB]u8 = undefined;
|
||||||
|
var outcontent = try std.fmt.bufPrint(
|
||||||
|
&outbuffer,
|
||||||
|
"pub const spawn: Vec2 = Vec2{{ {}, {} }};\n",
|
||||||
|
.{
|
||||||
|
@floatToInt(i32, @divTrunc(spawn.x, 8)),
|
||||||
|
@floatToInt(i32, @divTrunc(spawn.y, 8)),
|
||||||
|
},
|
||||||
|
);
|
||||||
|
try outlist.appendSlice(outcontent);
|
||||||
|
}
|
||||||
|
|
|
@ -137,20 +137,28 @@ offset: Cell,
|
||||||
cells: CellMap,
|
cells: CellMap,
|
||||||
bridges: std.BoundedArray([2]Cell, 10),
|
bridges: std.BoundedArray([2]Cell, 10),
|
||||||
|
|
||||||
pub fn init(offset: Cell, map: []const u8) @This() {
|
pub fn init() @This() {
|
||||||
var this = @This(){
|
var this = @This(){
|
||||||
.offset = offset,
|
.offset = Cell{ 0, 0 },
|
||||||
.cells = undefined,
|
.cells = undefined,
|
||||||
.bridges = std.BoundedArray([2]Cell, 10).init(0) catch unreachable,
|
.bridges = std.BoundedArray([2]Cell, 10).init(0) catch unreachable,
|
||||||
};
|
};
|
||||||
// TODO: copy only part of a map
|
|
||||||
for (map) |tile, i| {
|
|
||||||
this.cells[i].enabled = false;
|
|
||||||
this.cells[i].tile = tile;
|
|
||||||
}
|
|
||||||
return this;
|
return this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn load(this: *@This(), offset: Cell, map: []const u8, map_size: Vec2) void {
|
||||||
|
this.offset = offset;
|
||||||
|
var y: usize = 0;
|
||||||
|
while (y < 20) : (y += 1) {
|
||||||
|
var x: usize = 0;
|
||||||
|
while (x < 20) : (x += 1) {
|
||||||
|
const i = x + y * 20;
|
||||||
|
const a = (@intCast(usize, offset[0]) + x) + (@intCast(usize, offset[1]) + y) * @intCast(usize, map_size[0]);
|
||||||
|
this.cells[i].tile = map[a];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub fn indexOf(this: @This(), cell: Cell) ?usize {
|
pub fn indexOf(this: @This(), cell: Cell) ?usize {
|
||||||
return cell2index(cell - this.offset);
|
return cell2index(cell - this.offset);
|
||||||
}
|
}
|
||||||
|
@ -200,7 +208,8 @@ const Queue = struct {
|
||||||
};
|
};
|
||||||
|
|
||||||
const w4 = @import("wasm4.zig");
|
const w4 = @import("wasm4.zig");
|
||||||
pub fn fill(this: *@This(), root: Cell) void {
|
pub fn fill(this: *@This(), rootRaw: Cell) void {
|
||||||
|
const root = rootRaw - this.offset;
|
||||||
var visited = std.StaticBitSet(MAXCELLS).initEmpty();
|
var visited = std.StaticBitSet(MAXCELLS).initEmpty();
|
||||||
var q = Queue.init();
|
var q = Queue.init();
|
||||||
q.insert(root);
|
q.insert(root);
|
||||||
|
|
14
src/main.zig
14
src/main.zig
|
@ -71,7 +71,7 @@ var heap: [16 * KB]u8 = undefined;
|
||||||
var fba = std.heap.FixedBufferAllocator.init(&heap);
|
var fba = std.heap.FixedBufferAllocator.init(&heap);
|
||||||
var world: World = World.init(fba.allocator());
|
var world: World = World.init(fba.allocator());
|
||||||
var map: Map = undefined;
|
var map: Map = undefined;
|
||||||
var circuit = Circuit.init(Vec2{ 0, 0 }, &assets.conduit);
|
var circuit: Circuit = undefined;
|
||||||
|
|
||||||
const anim_store = struct {
|
const anim_store = struct {
|
||||||
const stand = Anim.frame(0);
|
const stand = Anim.frame(0);
|
||||||
|
@ -99,9 +99,17 @@ fn showErr(msg: []const u8) noreturn {
|
||||||
}
|
}
|
||||||
|
|
||||||
export fn start() void {
|
export fn start() void {
|
||||||
map = Map.init(Vec2{ 0, 0 }, &assets.solid, fba.allocator()) catch showErr("Couldn't init map");
|
circuit = Circuit.init();
|
||||||
|
map = Map.init(fba.allocator()) catch showErr("Init map");
|
||||||
|
|
||||||
|
const mapPos = @divTrunc(assets.spawn, @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
|
||||||
|
circuit.load(mapPos, &assets.conduit, assets.conduit_size);
|
||||||
|
map.load(mapPos, &assets.solid, assets.solid_size);
|
||||||
|
|
||||||
|
w4.trace("{}, {}, {}", .{ assets.spawn, mapPos, assets.spawn - mapPos });
|
||||||
|
|
||||||
_ = world.create(.{
|
_ = world.create(.{
|
||||||
.pos = Pos.init(Vec2f{ 100, 80 }),
|
.pos = Pos.init(util.vec2ToVec2f((assets.spawn - mapPos) * Map.tile_size) + Vec2f{ 4, 4 }),
|
||||||
.control = .{ .controller = .player, .state = .stand },
|
.control = .{ .controller = .player, .state = .stand },
|
||||||
.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } },
|
.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } },
|
||||||
.physics = .{ .friction = Vec2f{ 0.15, 0.1 }, .gravity = Vec2f{ 0, 0.25 } },
|
.physics = .{ .friction = Vec2f{ 0.15, 0.1 }, .gravity = Vec2f{ 0, 0.25 } },
|
||||||
|
|
20
src/map.zig
20
src/map.zig
|
@ -13,7 +13,7 @@ const width = 20;
|
||||||
const height = 20;
|
const height = 20;
|
||||||
const tile_width = 8;
|
const tile_width = 8;
|
||||||
const tile_height = 8;
|
const tile_height = 8;
|
||||||
const tile_size = Vec2{ 8, 8 };
|
pub const tile_size = Vec2{ 8, 8 };
|
||||||
const tile_sizef = Vec2f{ 8, 8 };
|
const tile_sizef = Vec2f{ 8, 8 };
|
||||||
const tilemap_width = 16;
|
const tilemap_width = 16;
|
||||||
const tilemap_height = 16;
|
const tilemap_height = 16;
|
||||||
|
@ -23,23 +23,27 @@ alloc: std.mem.Allocator,
|
||||||
tiles: []u8,
|
tiles: []u8,
|
||||||
offset: Cell,
|
offset: Cell,
|
||||||
|
|
||||||
pub fn init(offset: Cell, map: []const u8, alloc: std.mem.Allocator) !@This() {
|
pub fn init(alloc: std.mem.Allocator) !@This() {
|
||||||
var tiles = try alloc.alloc(u8, MAXCELLS);
|
var tiles = try alloc.alloc(u8, MAXCELLS);
|
||||||
var this = @This(){
|
var this = @This(){
|
||||||
.alloc = alloc,
|
.alloc = alloc,
|
||||||
.offset = offset,
|
.offset = Cell{ 0, 0 },
|
||||||
.tiles = tiles,
|
.tiles = tiles,
|
||||||
};
|
};
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn load(this: *@This(), offset: Cell, map: []const u8, map_size: Vec2) void {
|
||||||
|
this.offset = offset;
|
||||||
var y: usize = 0;
|
var y: usize = 0;
|
||||||
while (y < height) : (y += 1) {
|
while (y < height) : (y += 1) {
|
||||||
var x: usize = 0;
|
var x: usize = 0;
|
||||||
while (x < width) : (x += 1) {
|
while (x < width) : (x += 1) {
|
||||||
const i = x + y * 20;
|
const i = x + y * 20;
|
||||||
const a = (@intCast(usize, offset[0]) + x) + (@intCast(usize, offset[1]) + y) * 20;
|
const a = (@intCast(usize, offset[0]) + x) + (@intCast(usize, offset[1]) + y) * @intCast(usize, map_size[0]);
|
||||||
this.tiles[i] = map[a];
|
this.tiles[i] = map[a];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return this;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn deinit(this: @This()) void {
|
pub fn deinit(this: @This()) void {
|
||||||
|
@ -49,6 +53,7 @@ pub fn deinit(this: @This()) void {
|
||||||
pub fn draw(this: @This()) void {
|
pub fn draw(this: @This()) void {
|
||||||
w4.DRAW_COLORS.* = 0x0210;
|
w4.DRAW_COLORS.* = 0x0210;
|
||||||
for (this.tiles) |tilePlus, i| {
|
for (this.tiles) |tilePlus, i| {
|
||||||
|
if (tilePlus == 0) continue;
|
||||||
const tile = tilePlus - 1;
|
const tile = tilePlus - 1;
|
||||||
const t = Vec2{
|
const t = Vec2{
|
||||||
@intCast(i32, (tile % tilemap_width) * tile_width),
|
@intCast(i32, (tile % tilemap_width) * tile_width),
|
||||||
|
@ -85,8 +90,7 @@ pub fn collide(this: @This(), rect: util.AABB) std.BoundedArray(util.AABB, 9) {
|
||||||
while (i <= @floatToInt(i32, bot_right[0])) : (i += 1) {
|
while (i <= @floatToInt(i32, bot_right[0])) : (i += 1) {
|
||||||
var a: isize = @floatToInt(i32, top_left[1]);
|
var a: isize = @floatToInt(i32, top_left[1]);
|
||||||
while (a <= @floatToInt(i32, bot_right[1])) : (a += 1) {
|
while (a <= @floatToInt(i32, bot_right[1])) : (a += 1) {
|
||||||
var tile = this.getTile(i, a);
|
if (this.isSolid(Cell{ i, a })) {
|
||||||
if (tile == null or tile.? != 1) {
|
|
||||||
collisions.append(util.AABB{
|
collisions.append(util.AABB{
|
||||||
.pos = Vec2f{
|
.pos = Vec2f{
|
||||||
@intToFloat(f32, i * tile_width),
|
@intToFloat(f32, i * tile_width),
|
||||||
|
@ -103,7 +107,7 @@ pub fn collide(this: @This(), rect: util.AABB) std.BoundedArray(util.AABB, 9) {
|
||||||
|
|
||||||
pub fn isSolid(this: @This(), cell: Cell) bool {
|
pub fn isSolid(this: @This(), cell: Cell) bool {
|
||||||
if (this.getTile(cell[0], cell[1])) |tile| {
|
if (this.getTile(cell[0], cell[1])) |tile| {
|
||||||
return tile != 1;
|
return tile != 0;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,11 +29,11 @@ pub fn world2cell(vec: Vec2f) Vec2 {
|
||||||
return vec2fToVec2(vec / @splat(2, @as(f32, 8)));
|
return vec2fToVec2(vec / @splat(2, @as(f32, 8)));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn vec2ToVec2f(vec2: Vec2) Vec2f {
|
pub fn vec2ToVec2f(vec2: Vec2) Vec2f {
|
||||||
return Vec2f{ @intToFloat(f32, vec2[0]), @intToFloat(f32, vec2[1]) };
|
return Vec2f{ @intToFloat(f32, vec2[0]), @intToFloat(f32, vec2[1]) };
|
||||||
}
|
}
|
||||||
|
|
||||||
fn vec2fToVec2(vec2f: Vec2f) Vec2 {
|
pub fn vec2fToVec2(vec2f: Vec2f) Vec2 {
|
||||||
return Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) };
|
return Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue