1 line
5.8 KiB
Plaintext
1 line
5.8 KiB
Plaintext
; This file holds all the functions If it gets too big,
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; we can split it in categories
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; *****************************************************************************
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; * Tileset
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Procedure InitGraphics()
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GFXLogo = LoadSprite(#PB_Any, "../data/gfx/logo.bmp")
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GFXTileset = LoadSprite(#PB_Any, "../data/gfx/tileset01.bmp")
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EndProcedure
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; TODO: Make this dynamic
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Procedure InitTileset()
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Define i.i, j.i, count.i
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count = 0
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For i=0 To 5
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For j=0 To 5
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Tileset(count)\ID = CopySprite(GFXTileset, #PB_Any)
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ClipSprite(Tileset(count)\ID, #TILE_SIZE*j, #TILE_SIZE*i, #TILE_SIZE, #TILE_SIZE)
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Tileset(count)\Type = #TILESET_TYPE_FLOOR
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Select count
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Case 0
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Tileset(count)\Type = #TILESET_TYPE_PLAYER
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Case 2
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Tileset(count)\Type = #TILESET_TYPE_WALL
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Case 3
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Tileset(count)\Type = #TILESET_TYPE_SOLID
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Case 4
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Tileset(count)\Type = #TILESET_TYPE_GRASS
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EndSelect
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count+1
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Next
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Next
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EndProcedure
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Procedure LoadMap(Filename.s)
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; Extract the map data from the XML file
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If LoadXML(0, Filename) And XMLStatus(0) = #PB_XML_Success
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Define *Node.i = XMLNodeFromPath(MainXMLNode(0), "/map/layer/data")
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Define MapData.s = GetXMLNodeText(*Node)
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If CreateRegularExpression(0, "\d{1,2},?")
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Dim Tiles.s(0)
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Define NumFound.i = ExtractRegularExpression(0, MapData, Tiles())
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Define i.i, X.i, Y.i
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X = 0
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Y = 0
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CreateFile(0, "mapcheck.txt") ; File stuff for checking the map loader
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For i=0 To NumFound-1
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TileMap(X, Y)\TileNumber = Val(RTrim(Tiles(i), ","))-1
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TileMap(X, Y)\X = X
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TileMap(X, Y)\Y = Y
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; Walls get 4 health
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If TileMap(X, Y)\TileNumber = 2
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TileMap(X, Y)\Health = 4
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EndIf
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WriteString(0, StrU(TileMap(X, Y)\TileNumber+1)+",")
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If X = #MAP_WIDTH-1
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X = 0
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Y+1
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WriteStringN(0, "") ; do new line
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Else
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X+1
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EndIf
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Next
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CloseFile(0)
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EndIf
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EndIf
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EndProcedure
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; Shadowmap
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Procedure CalculateShadow()
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Define X.i, Y.i
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Define MapX.i, MapY.i, Strength.i, Centercheck.i, CentercheckX.i, CentercheckY.i
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For X.i=-#SHADOW_RADIUS To #SHADOW_RADIUS*2
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For Y.i=-#SHADOW_RADIUS To #SHADOW_RADIUS*2
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MapX = Player\X + X
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MapY = Player\Y + Y
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CentercheckX = X
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If CentercheckX < 0
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CentercheckX * -1
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EndIf
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CentercheckY = Y
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If CentercheckY < 0
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CentercheckY * -1
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EndIf
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If CentercheckX > CentercheckY
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Centercheck = CentercheckX
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Else
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Centercheck = CentercheckY
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EndIf
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Centercheck = #SHADOW_RADIUS - Centercheck;
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Strength = (255 / #SHADOW_RADIUS) * (Centercheck)
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If MapX >= 0 And MapY >= 0
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If ShadowMap(MapX, MapY)\Strength < Strength
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ShadowMap(MapX, MapY)\Strength = Strength
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EndIf
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EndIf
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Next
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Next
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EndProcedure
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Procedure DrawShadowtile(strength.i, x.i, y.i)
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Box(#TILE_SIZE*x, #TILE_SIZE*y, #TILE_SIZE, #TILE_SIZE, RGBA(0, 0, 0, 255-strength))
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EndProcedure
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Procedure GenerateShadowLayer()
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Define X.i ,Y.i
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CompilerSelect #PB_Compiler_OS
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CompilerCase #PB_OS_Linux
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ShadowOfDarkness = CreateImage(#PB_Any, 800, 600, 32|#PB_Image_Transparent)
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StartDrawing(ImageOutput(ShadowOfDarkness))
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CompilerDefault
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StartDrawing(ScreenOutput())
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CompilerEndSelect
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DrawingMode(#PB_2DDrawing_AlphaBlend)
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For X.i=0 To Cam\Width
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For Y.i=0 To Cam\Height
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DrawShadowtile(ShadowMap(X+Cam\X, Y+Cam\Y)\Strength, X, Y)
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Next
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Next
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StopDrawing()
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EndProcedure
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Procedure DrawShadow()
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CompilerSelect #PB_Compiler_OS
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CompilerCase #PB_OS_Linux
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StartDrawing(ScreenOutput())
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DrawImage(ImageID(ShadowOfDarkness), 0, 0)
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StopDrawing()
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CompilerDefault
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GenerateShadowLayer()
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CompilerEndSelect
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EndProcedure
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; Map itself
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Procedure DrawTile(number.i, x.i, y.i)
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Define id.i
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If number = #TILESET_TYPE_WALL And TileMap(x, y)\Health < 4
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id = (17+4)-TileMap(x, y)\Health
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Else
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id = number
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EndIf
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DisplaySprite(Tileset(id)\ID, #TILE_SIZE*x, #TILE_SIZE*y)
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EndProcedure
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Procedure DrawMap()
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Define X.i ,Y.i
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For X.i=0 To Cam\Width
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For Y.i=0 To Cam\Height
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DrawTile(TileMap(X+Cam\X, Y+Cam\Y)\TileNumber, X, Y)
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Next
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Next
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EndProcedure
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Procedure TileIsType(type.i, X.i, Y.i)
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Define istype.b
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istype = #False
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If Tileset(TileMap(X, Y)\TileNumber)\Type = type
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istype = #True
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EndIf
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ProcedureReturn istype
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EndProcedure
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; The player
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Procedure DrawPlayer()
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DrawTile(Player\TileNumber, Player\X-Cam\X, Player\Y-Cam\Y)
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EndProcedure
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; We need a HUD, hell yeah!
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Procedure DrawHUD()
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EndProcedure
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; If the player starts diffin, some noise wave will be generated
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Procedure CalculateNoiseWave(*Noise.NoiseWave)
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Define Size.i
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Define MaxSize.i = *Noise\Size
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For Size=0 To MaxSize
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*Noise\Size = Size
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Delay(30)
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Next
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*Noise\Size = 0
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EndProcedure
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Procedure DrawPlayerNoise()
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Define Visibility.i = 255
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Select *PlayerNoise\Size
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Case 1,2,3
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Visibility = 80
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Case 4,5,6
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Visibility = 40
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Case 7,8
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Visibility = 20
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Case 9
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Visibility = 10
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Case 10
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Visibility = 0
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EndSelect
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DrawingMode(#PB_2DDrawing_Outlined)
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Ellipse(*PlayerNoise\X*#TILE_SIZE+10, *PlayerNoise\Y*#TILE_SIZE+10, *PlayerNoise\Size*10, *PlayerNoise\Size*10, RGBA(255, 0, 0, Visibility))
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EndProcedure
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; *****************************************************************************
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; * Menu
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Procedure Menu_GotoCurrent()
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If *ActiveMenu\Entries()\Selected <> #True
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FirstElement(*ActiveMenu\Entries())
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ForEach *ActiveMenu\Entries()
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If *ActiveMenu\Entries()\Selected = #True
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Break
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EndIf
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Next
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EndIf
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EndProcedure |