1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
#include <raylib.h>
#include <stdio.h>
#include "tiled.h"
void updateCamera(Vector2 *offset, float *zoom) {
if (IsKeyDown(KEY_UP)) offset->y += 16.0f / *zoom;
if (IsKeyDown(KEY_DOWN)) offset->y -= 16.0f/ *zoom;
if (IsKeyDown(KEY_RIGHT)) offset->x -= 16.0f / *zoom;
if (IsKeyDown(KEY_LEFT)) offset->x += 16.0f / *zoom;
if (IsKeyDown(KEY_W)) *zoom += *zoom * 0.01f;
if (IsKeyDown(KEY_S)) *zoom -= *zoom * 0.01f;
}
void updateTiledCamera(Tiled *tiled) {
updateCamera(&tiled->offset, &tiled->zoom);
}
void initTiledShader(Tiled *tiled) {
tiled->shader = LoadShader(0, "tiled.glsl");
tiled->offsetLoc = GetShaderLocation(tiled->shader, "offset");
tiled->zoomLoc = GetShaderLocation(tiled->shader, "zoom");
tiled->atlasSizeLoc = GetShaderLocation(tiled->shader, "atlasSize");
tiled->mapSizeLoc = GetShaderLocation(tiled->shader, "mapSize");
tiled->atlasTextureLoc = GetShaderLocation(tiled->shader, "atlasTexture");
tiled->tilemapTextureLoc = GetShaderLocation(tiled->shader, "tilemapTexture");
}
Vector2 translateTiledPosition(Tiled tiled, Vector2 screenPos) {
return (Vector2) {
screenPos.x / tiled.zoom - tiled.offset.x,
screenPos.y / tiled.zoom - tiled.offset.y
};
}
Vector2 translateTiledScreenPosition(Tiled tiled, Vector2 tiledPos) {
return (Vector2) {
(tiledPos.x + tiled.offset.x) * tiled.zoom,
(tiledPos.y + tiled.offset.y) * tiled.zoom
};
}
Tiled initTiled(TiledMap tiledMap) {
Tiled tiled;
tiled.tiledMap = tiledMap;
tiled.offset = (Vector2) {0, 0};
tiled.zoom = 64;
tiled.mapSize[0] = tiled.tiledMap.width;
tiled.mapSize[1] = tiled.tiledMap.height;
tiled.targetTexture = LoadRenderTexture(1, 1);
tiled.atlasSize[0] = tiledMap.atlasSize[0];
tiled.atlasSize[1] = tiledMap.atlasSize[1];
textureFromPixels(&tiled.atlasTexture,
tiledMap.atlasData,
tiledMap.atlasSize[0] * tiledMap.tileSize,
tiledMap.atlasSize[1] * tiledMap.tileSize);
renderTilemapTexture(&tiled.tilemapTexture, tiled.tiledMap);
initTiledShader(&tiled);
return tiled;
}
void setTiledShaderUniforms(Tiled tiled) {
SetShaderValue(tiled.shader, tiled.offsetLoc, &tiled.offset, SHADER_UNIFORM_VEC2);
SetShaderValue(tiled.shader, tiled.zoomLoc, &tiled.zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(tiled.shader, tiled.atlasSizeLoc, &tiled.atlasSize, SHADER_UNIFORM_IVEC2);
SetShaderValue(tiled.shader, tiled.mapSizeLoc, &tiled.tilemapTexture.width, SHADER_UNIFORM_IVEC2);
SetShaderValueTexture(tiled.shader, tiled.atlasTextureLoc, tiled.atlasTexture);
SetShaderValueTexture(tiled.shader, tiled.tilemapTextureLoc, tiled.tilemapTexture);
}
void unloadTiled(Tiled *tiled) {
UnloadShader(tiled->shader);
UnloadTexture(tiled->atlasTexture);
UnloadTexture(tiled->tilemapTexture);
UnloadRenderTexture(tiled->targetTexture);
}
void drawTiled(Tiled *tiled) {
BeginShaderMode(tiled->shader);
setTiledShaderUniforms(*tiled);
DrawTextureRec(tiled->targetTexture.texture,
(Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()},
(Vector2){0, 0},
WHITE);
EndShaderMode();
}
int launchTiledView() {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(SCREEN_W, SCREEN_H, "tiled");
TiledMap tiledMap = loadTiledMap("map.tiles");
Tiled tiled = initTiled(tiledMap);
while (!WindowShouldClose()) {
updateTiledCamera(&tiled);
BeginDrawing();
ClearBackground(LIGHTGRAY);
drawTiled(&tiled);
DrawFPS(16, 16);
EndDrawing();
}
unloadTiled(&tiled);
CloseWindow();
return 0;
}
|