183 lines
5.1 KiB
C++
183 lines
5.1 KiB
C++
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#include "app.h"
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#include "camera.h"
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#include "mapper_misc.h"
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#include "particle.h"
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#include "physics.h"
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#include "easyx.h"
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#include "render_bundle.h"
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#include "render_component.h"
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#include "util/tree.h"
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#include "types.h"
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#include "render_util.h"
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#include "util/vector.h"
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#include <math.h>
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#include <graphics.h>
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namespace {
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TimePoint since = time_Now();
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} // namespace
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extern "C" {
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void app_Render(App *app) {
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render_SetModes(render_ModeDefault, time_Now());
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setbkcolor(app->clear_color);
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cleardevice();
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// Draw fill polys & boxes first
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for (tree_Node *i = tree_FirstNode(app->entity->entities);
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i != NULL;
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i = tree_Node_Next(i)) {
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Entity *e = (Entity *)i->data;
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if (e->render) {
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Component_Render *r = e->render;
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// Calculate global position as offset
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Vec2 pos = {.x = 0.0, .y = 0.0};
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if (e->position)
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pos = e->position->position;
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// Has fill polygon
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if (r->fillpoly) {
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static vector_Vector *buf = vector_Create(2 * sizeof(int));
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vector_Clear(buf);
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// Transform every point in the polygon
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for (int i = 0; i < vector_Size(r->fillpoly); i++) {
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Vec2 screen_point = camera_TransformVec2(app->camera, vec2_Add(*(Vec2 *)vector_At(r->fillpoly, i), pos));
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int screen_point_int[2] = {
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(int)round(screen_point.x),
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(int)round(screen_point.y)};
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vector_Push(buf, screen_point_int);
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}
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// Draw
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setfillcolor(r->fillcolor);
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solidpolygon((POINT *)vector_Data(buf), vector_Size(r->fillpoly));
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}
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// Has fillbox
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if (r->fillbox.size.x > EPS) {
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Box2 cam = camera_TransformBox2(app->camera, box2_Offset(r->fillbox, pos));
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setfillcolor(r->fillcolor);
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solidrectangle(
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(int)round(cam.lefttop.x),
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(int)round(cam.lefttop.y),
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(int)round(cam.lefttop.x + cam.size.x),
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(int)round(cam.lefttop.y + cam.size.y));
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}
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}
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}
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// Debug boxes
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if (app->debugOn) {
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for (tree_Node *i = tree_FirstNode(app->entity->entities);
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i != NULL;
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i = tree_Node_Next(i)) {
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Entity *e = (Entity *)(i->data);
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if (e->hitbox) {
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if (e->hitbox->fixed)
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setlinecolor(RGB(0, 255, 0));
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else
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setlinecolor(RGB(255, 255, 0));
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Box2 box = camera_TransformBox2(app->camera, physics_HitboxAbsolute(e->hitbox));
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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}
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if (e->misc) {
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if (e->misc->textbox)
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setlinecolor(RGB(0, 0, 255));
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if (e->misc->respawn_pos) {
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setlinecolor(RGB(255, 0, 255));
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Vec2 pos;
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if (e->position)
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pos = camera_TransformVec2(app->camera, vec2_Add(*e->misc->respawn_pos, e->position->position));
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else
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pos = camera_TransformVec2(app->camera, *e->misc->respawn_pos);
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line((int)round(pos.x + 12), (int)round(pos.y), (int)round(pos.x - 12), (int)round(pos.y));
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line((int)round(pos.x), (int)round(pos.y + 12), (int)round(pos.x), (int)round(pos.y - 12));
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}
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if (e->misc->trigger_flags & misc_Hazard)
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setlinecolor(RGB(255, 0, 0));
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if (e->misc->trigger_flags & misc_CameraFocus)
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setlinecolor(RGB(0, 255, 255));
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if (e->misc->change_level)
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setlinecolor(RGB(255, 255, 0));
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Box2 box;
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if (e->position)
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box = camera_TransformBox2(app->camera, box2_Offset(e->misc->trigger, e->position->position));
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else
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box = camera_TransformBox2(app->camera, e->misc->trigger);
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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}
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}
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if (app->player->player) {
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setlinecolor(RGB(255, 0, 255));
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Vec2 respawn = camera_TransformVec2(app->camera, app->player->player->hazardRespawn);
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circle((int)round(respawn.x), (int)round(respawn.y), 6);
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}
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}
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setfillcolor(RGB(255, 255, 255));
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setbkcolor(RGB(0, 0, 0));
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// Draw entities
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for (tree_Node *i = tree_FirstNode(app->entity->entities);
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i != NULL;
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i = tree_Node_Next(i)) {
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Entity *e = (Entity *)i->data;
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if (e->render) {
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Component_Render *r = e->render;
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// Calculate global position as offset
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Vec2 pos = {.x = 0.0, .y = 0.0};
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if (e->position)
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pos = e->position->position;
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// Has bundle
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if (r->bundle)
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render_DrawBundleW(app, r->bundle, pos);
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// Has custom rendering
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if (r->custom)
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r->custom(app, e, camera_TransformVec2(app->camera, pos), r->custom_data);
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}
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}
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// Draw player
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if (app->player->player) {
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setfillcolor(0xffffff);
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setlinecolor(0);
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Vec2 screen = camera_TransformVec2(app->camera, vec2_Add(box2_Center(app->player->player->super->hitbox->box), app->player->player->super->position->position));
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fillcircle((int)round(screen.x), (int)round(screen.y), (int)round(app->player->player->super->hitbox->box.size.y / 2.0));
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}
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// Draw particles
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setfillcolor(RGB(255, 255, 255));
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setbkcolor(RGB(0, 0, 0));
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particle_Render(app->particle);
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settextcolor(RGB(255, 255, 255));
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// If paused, display a text
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if (app->paused) {
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RECT rect = {.left = SCREEN_WIDTH / 2 - 10, .top = 100, .right = SCREEN_WIDTH / 2 + 10, .bottom = 200};
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drawtext("Game Paused", &rect, DT_CENTER | DT_NOCLIP);
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}
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}
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}
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