Remove/Add Walls to editor.
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d59aa56318
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@ -10,12 +10,45 @@ void Editor::Update(float fElapsedTime){
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vf2d center = { -(float)MAP_SIZE.x / 2 * GRID_SIZE.x + game->ScreenWidth()/2 , -(float)MAP_SIZE.y / 2 * GRID_SIZE.y + game->ScreenHeight()/2 };
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for (int y = 0; y < MAP_SIZE.y; y++) {
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for (int x = 0; x < MAP_SIZE.x; x++) {
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Tile&t = map[y][x];
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vf2d squarePos = vf2d{ (float)x,(float)y }*GRID_SIZE + center;
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if (game->GetMouseX() >= squarePos.x && game->GetMouseX() <= squarePos.x + GRID_SIZE.x &&
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game->GetMouseY() >= squarePos.y && game->GetMouseY() <= squarePos.y + GRID_SIZE.y) {
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if (game->GetKey(W).bPressed) {
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t.wallN = !t.wallN;
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if (y > 0) {
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Tile& neighbor = map[y - 1][x];
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neighbor.wallS = t.wallN;
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}
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}
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if (game->GetKey(D).bPressed) {
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t.wallE = !t.wallE;
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if (x < MAP_SIZE.x-1) {
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Tile& neighbor = map[y][x+1];
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neighbor.wallW = t.wallE;
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}
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}
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if (game->GetKey(S).bPressed) {
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t.wallS = !t.wallS;
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if (y < MAP_SIZE.y - 1) {
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Tile& neighbor = map[y+1][x];
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neighbor.wallN = t.wallS;
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}
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}
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if (game->GetKey(A).bPressed) {
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t.wallW = !t.wallW;
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if (x > 0) {
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Tile& neighbor = map[y][x-1];
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neighbor.wallE = t.wallW;
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}
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}
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game->FillRectDecal(squarePos, GRID_SIZE, { 0,0,255,64 });
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}
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game->DrawRectDecal(squarePos,GRID_SIZE);
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//game->DrawRectDecal(squarePos,GRID_SIZE,{64,64,64});
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game->DrawLineDecal(squarePos,{squarePos.x+GRID_SIZE.x,squarePos.y},t.wallN?WHITE:Pixel{64,64,64});
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game->DrawLineDecal({ squarePos.x + GRID_SIZE.x,squarePos.y }, { squarePos.x + GRID_SIZE.x,squarePos.y + GRID_SIZE.y }, t.wallE ? WHITE : Pixel{ 64,64,64 });
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game->DrawLineDecal({ squarePos.x + GRID_SIZE.x,squarePos.y + GRID_SIZE.y }, { squarePos.x,squarePos.y + GRID_SIZE.y }, t.wallS ? WHITE : Pixel{ 64,64,64 });
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game->DrawLineDecal({ squarePos.x,squarePos.y + GRID_SIZE.y }, squarePos, t.wallW ? WHITE : Pixel{ 64,64,64 });
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}
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}
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}
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@ -66,8 +99,13 @@ void Editor::LoadLevel() {
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newTile.blink = (map_data & 0b1000000000000000) >> 15;
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newTile.facingDir = FacingDirection((map_data & 0b0110000000000000) >> 13);
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newTile.enemyId = EnemyID((map_data & 0b0001111110000000) >> 7);
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newTile.spawnWave = (map_data & 0b1110000) >> 4;
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newTile.walls = map_data & 0b1111;
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newTile.wave1 = (map_data & 0b10000) >> 4;
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newTile.wave2 = (map_data & 0b100000) >> 5;
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newTile.wave3 = (map_data & 0b1000000) >> 6;
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newTile.wallN = (map_data & 0b1000) >> 3;
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newTile.wallE = (map_data & 0b100) >> 2;
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newTile.wallS = (map_data & 0b10) >> 1;
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newTile.wallW = (map_data & 0b1);
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row.push_back(newTile);
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}
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map.push_back(row);
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@ -37,8 +37,13 @@ enum WallDirection {
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struct Tile {
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EnemyID enemyId=SHOOTME;
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FacingDirection facingDir=FacingDirection::EAST;
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byte spawnWave=0;
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byte walls=0;
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bool wave1 = false;
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bool wave2 = false;
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bool wave3 = false;
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bool wallN = false;
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bool wallE = false;
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bool wallS = false;
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bool wallW = false;
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bool blink=false;
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};
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@ -2840,6 +2840,7 @@ namespace olc
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di.pos.resize(di.points);
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di.uv.resize(di.points);
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di.w.resize(di.points);
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di.z.resize(di.points);
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di.tint.resize(di.points);
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di.pos[0] = { (pos1.x * vInvScreenSize.x) * 2.0f - 1.0f, ((pos1.y * vInvScreenSize.y) * 2.0f - 1.0f) * -1.0f };
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di.uv[0] = { 0.0f, 0.0f };
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