Revamp map

master
Louis Pearson 2022-01-20 01:26:00 -07:00
parent 2b98bf7d78
commit b1a22f7c11
11 changed files with 307 additions and 33 deletions

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assets/maps/map.json Normal file

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<?xml version="1.0" encoding="UTF-8"?>
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<editorsettings>
<chunksize width="20" height="20"/>
<export target="map.json" format="json"/>
</editorsettings>
<tileset firstgid="1" source="wired.tsx"/>
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</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>

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@ -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/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

View File

@ -20,7 +20,7 @@ const Object = struct {
polyline: []Point = &.{},
properties: []Property = &.{},
rotation: f64 = 0,
@"type": enum { wire, source, door },
@"type": enum { wire, source, door, spawn },
visible: bool = true,
width: u64 = 0,
x: f64 = 0,
@ -44,6 +44,7 @@ const Layer = struct {
const MapType = struct {
compressionlevel: i64 = -1,
editorsettings: struct { chunksize: struct { height: usize = 0, width: usize = 0 } = .{} } = .{},
height: u64 = 0,
infinite: bool = false,
layers: []Layer,
@ -61,7 +62,7 @@ const MapType = struct {
};
const KB = 1024;
var heap: [64 * KB]u8 = undefined;
var heap: [128 * KB]u8 = undefined;
var fba = std.heap.FixedBufferAllocator.init(&heap);
var alloc = fba.allocator();
var verbose = true;
@ -93,7 +94,7 @@ pub fn do() !void {
while (try argsIter.next(alloc)) |arg| {
defer alloc.free(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);
@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 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| {
switch (layer.@"type") {
.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);
},
.objectgroup => {
@ -131,6 +136,7 @@ pub fn do() !void {
.wire => try wirelist.append(obj),
.door => try doorlist.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");
}
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);
}

View File

@ -137,20 +137,28 @@ offset: Cell,
cells: CellMap,
bridges: std.BoundedArray([2]Cell, 10),
pub fn init(offset: Cell, map: []const u8) @This() {
pub fn init() @This() {
var this = @This(){
.offset = offset,
.offset = Cell{ 0, 0 },
.cells = undefined,
.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;
}
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 {
return cell2index(cell - this.offset);
}
@ -200,7 +208,8 @@ const Queue = struct {
};
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 q = Queue.init();
q.insert(root);

View File

@ -71,7 +71,7 @@ var heap: [16 * KB]u8 = undefined;
var fba = std.heap.FixedBufferAllocator.init(&heap);
var world: World = World.init(fba.allocator());
var map: Map = undefined;
var circuit = Circuit.init(Vec2{ 0, 0 }, &assets.conduit);
var circuit: Circuit = undefined;
const anim_store = struct {
const stand = Anim.frame(0);
@ -99,9 +99,17 @@ fn showErr(msg: []const u8) noreturn {
}
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(.{
.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 },
.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } },
.physics = .{ .friction = Vec2f{ 0.15, 0.1 }, .gravity = Vec2f{ 0, 0.25 } },

View File

@ -13,7 +13,7 @@ const width = 20;
const height = 20;
const tile_width = 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 tilemap_width = 16;
const tilemap_height = 16;
@ -23,23 +23,27 @@ alloc: std.mem.Allocator,
tiles: []u8,
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 this = @This(){
.alloc = alloc,
.offset = offset,
.offset = Cell{ 0, 0 },
.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;
while (y < height) : (y += 1) {
var x: usize = 0;
while (x < width) : (x += 1) {
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];
}
}
return this;
}
pub fn deinit(this: @This()) void {
@ -49,6 +53,7 @@ pub fn deinit(this: @This()) void {
pub fn draw(this: @This()) void {
w4.DRAW_COLORS.* = 0x0210;
for (this.tiles) |tilePlus, i| {
if (tilePlus == 0) continue;
const tile = tilePlus - 1;
const t = Vec2{
@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) {
var a: isize = @floatToInt(i32, top_left[1]);
while (a <= @floatToInt(i32, bot_right[1])) : (a += 1) {
var tile = this.getTile(i, a);
if (tile == null or tile.? != 1) {
if (this.isSolid(Cell{ i, a })) {
collisions.append(util.AABB{
.pos = Vec2f{
@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 {
if (this.getTile(cell[0], cell[1])) |tile| {
return tile != 1;
return tile != 0;
}
return true;
}

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@ -29,11 +29,11 @@ pub fn world2cell(vec: Vec2f) Vec2 {
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]) };
}
fn vec2fToVec2(vec2f: Vec2f) Vec2 {
pub fn vec2fToVec2(vec2f: Vec2f) Vec2 {
return Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) };
}