From 02993cd8697970db97a7dd7a67a893ad8dce45a3 Mon Sep 17 00:00:00 2001 From: Clyne Sullivan Date: Tue, 18 Oct 2016 10:49:02 -0400 Subject: inside world work --- src/world.cpp | 108 +++++++++++++++++++++++++++++++++------------------------- 1 file changed, 61 insertions(+), 47 deletions(-) (limited to 'src') diff --git a/src/world.cpp b/src/world.cpp index 1113270..816b280 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -77,25 +77,16 @@ std::string currentXML; static std::vector arenaNest; // pathnames of images for world themes -constexpr const unsigned int BG_PATHS_ENTRY_SIZE = 9; -static const std::string bgPaths[][BG_PATHS_ENTRY_SIZE] = { - {"bg.png", // Daytime background - "bgn.png", // Nighttime background - "bgFarMountain.png", // Furthest layer - "forestTileFar.png", // Furthest away Tree Layer - "forestTileBack.png", // Closer layer - "forestTileMid.png", // Near layer - "forestTileFront.png", // Closest layer - "dirt.png", // Dirt - "grass.png"}, // Grass - {"bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png", - "bgWoodTile.png"} +static const std::string bgPaths[] = { + "bg.png", // Daytime background + "bgn.png", // Nighttime background + "bgFarMountain.png", // Furthest layer + "forestTileFar.png", // Furthest away Tree Layer + "forestTileBack.png", // Closer layer + "forestTileMid.png", // Near layer + "forestTileFront.png", // Closest layer + "dirt.png", // Dirt + "grass.png", // Grass }; // pathnames of structure textures @@ -195,9 +186,9 @@ generate(int width) auto wditer = std::begin(worldData) + GROUND_HILLINESS; if (m_Indoor) { - for(; wditer < std::end(worldData); wditer++) { + for(wditer = std::begin(worldData); wditer < std::end(worldData); wditer++) { auto w = &*(wditer); - w->groundHeight = 100; + w->groundHeight = GROUND_HEIGHT_MINIMUM + 5; w->groundColor = 4; } } else { @@ -961,19 +952,14 @@ loadWorldFromXMLNoSave(std::string path) { // world generation (for outdoor areas) else if (name == "generation") { - // random gen. - if (!Indoor && wxml->StrAttribute("type") == "Random") - tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); - else { - if (Indoor) - UserError("XML Error: tags can't be in tags, use instead (in " + _currentXML + ")!"); - else - UserError("XML Error: Invalid tag in " + _currentXML + "!"); - } + tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); } - else if (name == "floor" && tmp->isIndoor()) { - tmp->generate(wxml->UnsignedAttribute("width") / game::HLINE); + else if (name == "house") { + if (Indoor) + tmp->HouseWidth = wxml->FloatAttribute("width"); + else + UserError(" can only be used with indoor worlds"); } // weather tags @@ -1423,30 +1409,47 @@ void WorldSystem::render(void) // draw the remaining layers for (unsigned int i = 0; i < 4; i++) { bgTex++; - dim2 dim = bgTex.getTextureDim(); + auto dim = bgTex.getTextureDim(); auto xcoord = offset.x * bgDraw[i][2]; bg_items.clear(); bg_tex.clear(); - for (int j = worldStart; j <= -worldStart; j += dim.x) { - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - - bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + if (world->isIndoor() && i == 3) { + static const GLuint tex = Texture::loadTexture(world->styleFolder + "insideWoodHouse.png"); + static const auto dimm = Texture::imageDim(world->styleFolder + "insideWoodHouse.png"); + glBindTexture(GL_TEXTURE_2D, tex); + + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); + + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + } else { + for (int j = worldStart; j <= -worldStart; j += dim.x) { + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + + bg_items.emplace_back(j + dim.x + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); + } } - for (uint i = 0; i < bg_items.size()/6; i++) { - for (auto &v : bg_tex_coord) - bg_tex.push_back(v); - } + for (uint i = 0; i < bg_items.size()/6; i++) { + for (auto &v : bg_tex_coord) + bg_tex.push_back(v); + } Render::worldShader.use(); glUniform1f(Render::worldShader.uniform[WU_light_impact], 0.075f + (0.2f*i)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + makeWorldDrawingSimplerEvenThoughAndyDoesntThinkWeCanMakeItIntoFunctions_JustDrawThis(0, bg_items.data(), &bg_tex[0], bg_items.size()); Render::worldShader.unuse(); @@ -1572,6 +1575,14 @@ void WorldSystem::render(void) Render::worldShader.disable(); Render::worldShader.unuse(); + } else { + Render::useShader(&Render::worldShader); + Render::worldShader.use(); + static const GLuint rug = Texture::genColor(Color {255, 0, 0}); + glBindTexture(GL_TEXTURE_2D, rug); + vec2 ll = vec2 {worldStart, GROUND_HEIGHT_MINIMUM}; + Render::drawRect(ll, vec2 {ll.x + world->HouseWidth, ll.y + 4}, -3); + Render::worldShader.unuse(); } player->draw(); @@ -1582,8 +1593,11 @@ void WorldSystem::setWorld(World *w) world = w; bgFiles.clear(); - for (const auto &s : bgPaths[(int)w->bgType]) - bgFiles.push_back(w->styleFolder + s); + + for (int i = 0; i < 9; i++) { + int idx = /*((int)w->bgType * 9) +*/ i; + bgFiles.push_back(w->styleFolder + bgPaths[idx]); + } bgTex = TextureIterator(bgFiles); } -- cgit v1.2.3 From 4f838cdf582f0ace6d7de8cb376dfce7100fbea3 Mon Sep 17 00:00:00 2001 From: Clyne Sullivan Date: Tue, 18 Oct 2016 20:26:12 -0400 Subject: indoor world work --- include/entities.hpp | 2 ++ include/world.hpp | 4 ++-- src/entities.cpp | 6 ++++-- src/world.cpp | 47 +++++++++++++++++++++++++---------------------- xml/!town.xml | 6 +++--- xml/bobshouse.xml | 2 +- 6 files changed, 37 insertions(+), 30 deletions(-) (limited to 'src') diff --git a/include/entities.hpp b/include/entities.hpp index 49598bd..945e8c8 100644 --- a/include/entities.hpp +++ b/include/entities.hpp @@ -343,6 +343,8 @@ public: std::string inside; std::string textureLoc; + GLuint insideTex; + Structures(); ~Structures(); diff --git a/include/world.hpp b/include/world.hpp index 7dccf1b..dc07267 100644 --- a/include/world.hpp +++ b/include/world.hpp @@ -17,8 +17,7 @@ * in World::setBackground() to select the appropriate images. */ enum class WorldBGType : unsigned int { - Forest = 0, /**< A forest theme. */ - WoodHouse /**< An indoor wooden house theme. */ + Forest = 0 /**< A forest theme. */ }; /** @@ -199,6 +198,7 @@ private: public: float HouseWidth; + GLuint houseTex; inline bool isIndoor(void) const { return m_Indoor; } diff --git a/src/entities.cpp b/src/entities.cpp index 6b9c3fe..e005df5 100644 --- a/src/entities.cpp +++ b/src/entities.cpp @@ -163,7 +163,7 @@ void PlayerSystem::receive(const KeyDownEvent &kde) } else if (kc == getControl(4)) { p->speed = .5; } else if (kc == getControl(5)) { - static int heyOhLetsGo = 0; + /*static int heyOhLetsGo = 0; //edown = true; @@ -179,7 +179,7 @@ void PlayerSystem::receive(const KeyDownEvent &kde) // enable action ui ui::action::enable(); - } + }*/ } } else if (kc == SDLK_DELETE) { game::endGame(); @@ -500,6 +500,8 @@ void Structures::createFromXML(XMLElement *e, World *w) textureLoc = e->StrAttribute("texture"); + insideTex = Texture::loadTexture(e->StrAttribute("insideTexture")); + spawn(static_cast(e->UnsignedAttribute("type")), e->QueryFloatAttribute("spawnx", &spawnx) == XML_NO_ERROR ? spawnx : (randGet() % w->getTheWidth() / 2.0f), 100); diff --git a/src/world.cpp b/src/world.cpp index 816b280..ef9969f 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -77,16 +77,20 @@ std::string currentXML; static std::vector arenaNest; // pathnames of images for world themes -static const std::string bgPaths[] = { - "bg.png", // Daytime background - "bgn.png", // Nighttime background - "bgFarMountain.png", // Furthest layer - "forestTileFar.png", // Furthest away Tree Layer - "forestTileBack.png", // Closer layer - "forestTileMid.png", // Near layer - "forestTileFront.png", // Closest layer - "dirt.png", // Dirt - "grass.png", // Grass +using StyleList = std::array; + +static const std::vector bgPaths = { + { // Forest + "bg.png", // daytime background + "bgn.png", // nighttime background + "bgFarMountain.png", // layer 1 (furthest) + "forestTileFar.png", // layer 2 + "forestTileBack.png", // layer 3 + "forestTileMid.png", // layer 4 + "forestTileFront.png", // layer 5 (closest) + "dirt.png", // ground texture + "grass.png" // grass (ground-top) texture + } }; // pathnames of structure textures @@ -614,6 +618,7 @@ WorldSwitchInfo World::goInsideStructure(Player *p) delete[] buf; tmp = dynamic_cast(*d)->insideWorld; + tmp->houseTex = dynamic_cast(*d)->insideTex; return std::make_pair(tmp, vec2 {0, 100}); } @@ -637,7 +642,7 @@ WorldSwitchInfo World::goInsideStructure(Player *p) } if (b == nullptr)*/ - return std::make_pair(this, vec2 {0, 0}); + return std::make_pair(currentWorld, vec2 {0, 100}); //return std::make_pair(tmp, vec2 {b->loc.x + (b->width / 2), 0}); } @@ -1416,16 +1421,14 @@ void WorldSystem::render(void) bg_tex.clear(); if (world->isIndoor() && i == 3) { - static const GLuint tex = Texture::loadTexture(world->styleFolder + "insideWoodHouse.png"); - static const auto dimm = Texture::imageDim(world->styleFolder + "insideWoodHouse.png"); - glBindTexture(GL_TEXTURE_2D, tex); + glBindTexture(GL_TEXTURE_2D, world->houseTex); bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); - bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); - bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); - bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM + dimm.y, 7-(i*.1)); + bg_items.emplace_back(worldStart + world->HouseWidth, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); + bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM + dim.y, 7-(i*.1)); bg_items.emplace_back(worldStart, GROUND_HEIGHT_MINIMUM, 7-(i*.1)); } else { for (int j = worldStart; j <= -worldStart; j += dim.x) { @@ -1594,10 +1597,10 @@ void WorldSystem::setWorld(World *w) bgFiles.clear(); - for (int i = 0; i < 9; i++) { - int idx = /*((int)w->bgType * 9) +*/ i; - bgFiles.push_back(w->styleFolder + bgPaths[idx]); - } + const auto& files = bgPaths[(int)w->bgType]; + + for (const auto& f : files) + bgFiles.push_back(w->styleFolder + f); bgTex = TextureIterator(bgFiles); } @@ -1639,7 +1642,7 @@ void WorldSystem::enterWorld(World *w) void WorldSystem::leaveWorld(void) { - world = outside; + world = currentWorld = outside; } void WorldSystem::singleDetect(Entity *e, entityx::TimeDelta dt) diff --git a/xml/!town.xml b/xml/!town.xml index 9d0838b..2d110e8 100644 --- a/xml/!town.xml +++ b/xml/!town.xml @@ -4,10 +4,10 @@ -300 - - + + - + diff --git a/xml/bobshouse.xml b/xml/bobshouse.xml index 43644ca..f13d5ff 100644 --- a/xml/bobshouse.xml +++ b/xml/bobshouse.xml @@ -1,6 +1,6 @@ -