Add animations to terrain layer
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@@ -465,7 +465,10 @@ void bzTileMapDraw(BzTileMap *map) {
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if (layer->tilesetIdx != -1) {
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tileset = map->tilesets + layer->tilesetIdx;
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}
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drawLayer(map->layers + i, tileset);
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if (layer->desc.renderer)
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layer->desc.renderer(map, layer);
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else
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drawLayer(map->layers + i, tileset);
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}
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for (i32 i = 0; i < map->objectGroupCount; i++) {
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33
game/main.c
33
game/main.c
@@ -46,6 +46,37 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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return true;
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}
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void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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Vector2 drawPos = {layer->offsetX, layer->offsetY};
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static f32 elapsed = 0.0f;
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elapsed += GetFrameTime();
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile tile = bzTileLayerGetTile(layer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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if (tile != -1) {
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if (terrainHasAnimation(tile)) {
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f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration / 1000.0f;
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i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
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i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
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tile = terrainGetAnimationFrame(tile, frameIdx).frame;
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}
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tile += tileset->startID;
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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drawPos.x += (float) tileset->tileWidth;
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}
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drawPos.x = layer->offsetX;
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drawPos.y += (float) tileset->tileHeight;
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}
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}
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bool init(void *userData) {
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BZ_UNUSED(userData);
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SetExitKey(0);
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@@ -103,7 +134,7 @@ bool init(void *userData) {
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.generateCollisionMap=true,
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.tilesets[0]=game->tileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .applyColliders=true},
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
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.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
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.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees"},
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