Add animations to terrain layer

This commit is contained in:
2023-12-13 16:23:38 +01:00
parent ce519fe409
commit 582074256c
2 changed files with 36 additions and 2 deletions

View File

@@ -465,7 +465,10 @@ void bzTileMapDraw(BzTileMap *map) {
if (layer->tilesetIdx != -1) {
tileset = map->tilesets + layer->tilesetIdx;
}
drawLayer(map->layers + i, tileset);
if (layer->desc.renderer)
layer->desc.renderer(map, layer);
else
drawLayer(map->layers + i, tileset);
}
for (i32 i = 0; i < map->objectGroupCount; i++) {

View File

@@ -46,6 +46,37 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
return true;
}
void terrainRender(BzTileMap *map, BzTileLayer *layer) {
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
Vector2 drawPos = {layer->offsetX, layer->offsetY};
static f32 elapsed = 0.0f;
elapsed += GetFrameTime();
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
tile = bzTilesetGetTile(tileset, tile);
if (tile != -1) {
if (terrainHasAnimation(tile)) {
f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration / 1000.0f;
i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
tile = terrainGetAnimationFrame(tile, frameIdx).frame;
}
tile += tileset->startID;
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}
drawPos.x += (float) tileset->tileWidth;
}
drawPos.x = layer->offsetX;
drawPos.y += (float) tileset->tileHeight;
}
}
bool init(void *userData) {
BZ_UNUSED(userData);
SetExitKey(0);
@@ -103,7 +134,7 @@ bool init(void *userData) {
.generateCollisionMap=true,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .applyColliders=true},
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees"},