Fix a scale bug (default should be 1.0), add tilemap release function
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 09:55:53 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 04:55:09 PM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -115,6 +115,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layer_tile(akgl_Tilemap *de
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_release(akgl_Tilemap *dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor);
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#endif //_TILEMAP_H_
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@@ -20,6 +20,7 @@ akerr_ErrorContext *akgl_actor_initialize(akgl_Actor *obj, char *name)
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memset(obj, 0x00, sizeof(akgl_Actor));
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strncpy((char *)obj->name, name, AKGL_ACTOR_MAX_NAME_LENGTH);
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obj->curSpriteReversing = false;
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obj->scale = 1.0;
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obj->movement_controls_face = true;
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obj->updatefunc = &akgl_actor_update;
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@@ -198,5 +198,6 @@ akerr_ErrorContext *akgl_character_load_json(char *filename)
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SDL_Log("Character %s loaded from %s", obj->name, filename);
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SUCCEED_RETURN(errctx);
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}
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@@ -451,7 +451,7 @@ akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest)
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// How much bigger is the foreground vs the vanishing point?
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// if vanishing is height 16, and foreground is height 32, that is a 2x scale difference
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dest->p_scale = (dest->p_foreground_h / dest->p_vanishing_h);
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SDL_Log("Map perspective scale is (%f/%f) = %f", dest->p_foreground_h, dest->p_vanishing_h, dest->p_scale);
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SDL_Log("Map perspective scale is (%d/%d) = %f", dest->p_foreground_h, dest->p_vanishing_h, dest->p_scale);
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// Sprites are always size 1.0 at the foreground, so how much do we need to
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// scale them for every pixel above foreground_y before they reach vanishing_y?
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// If vanishing is at 320 and foreground is at 640, that is a 320 line difference
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@@ -646,11 +646,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, a
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FAIL_ZERO_RETURN(e, map, AKERR_NULLPOINTER, "NULL map");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "NULL actor");
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SDL_Log("Map foreground is at %d, vanishes at %d, actor %p is at %f",
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map->p_foreground_y,
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map->p_vanishing_y,
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actor,
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actor->y);
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if ( actor->y <= map->p_vanishing_y ) {
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actor->scale = 1.0 / map->p_scale;
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} else if ( actor->y >= map->p_foreground_y ) {
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@@ -658,5 +653,26 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, a
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} else {
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actor->scale = 1.0 - (map->p_rate * (map->p_foreground_y - actor->y));
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}
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SDL_Log("Actor %p scaled to %f", actor, actor->scale);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_release(akgl_Tilemap *dest)
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{
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// Release all tileset textures
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// Release all image layer textures
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// Memset to zero
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL map");
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int i = 0;
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for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
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if ( dest->tilesets[i].texture != NULL ) {
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SDL_DestroyTexture(dest->tilesets[i].texture);
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}
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}
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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if ( dest->layers[i].texture != NULL ) {
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SDL_DestroyTexture(dest->tilesets[i].texture);
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}
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}
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SUCCEED_RETURN(e);
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}
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