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tiletest.prg
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COMPILER_OPTIONS _case_sensitive;
// ****************************************************************************
// Matamarcianos con DIV 2 Games Studio para el DivCompo
//
// Tests de tilemaps
//
// https://divcompo.now.sh
// ****************************************************************************
program tiletest;
import "zardoz/mata/dll/csv.dll";
const
// cte. para las rutas
PATH_USER="zardoz";
PATH_PROG="mata";
PLAYFIELD_REGION=1; // Region de la zona de juego
PLAYFIELD_REGION_W=492;
PLAYFIELD_REGION_H=448; // 28px * 16
TILE_WIDTH=24;
TILE_HEIGHT=28;
TILEMAP_COLUMNS=25;
TILEMAP_ROWS=145;//26;
TILEMAP_MAX_X= 600; //TILEMAP_COLUMNS * TILEMAP_WIDTH - playfield_region_w;
TILEMAP_MAX_Y= 4060; //768; //TILEMAP_ROWS * TILEMAP_HEIGHT;
global
local
scrollY = 0;
scrollX = 0;
private
int pointer tiles;
/*int tiles[(TILEMAP_ROWS+1) * TILEMAP_COLUMNS] =
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
16, 16, 2, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 0
16, 16, 2, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 1
4, 4, 9, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 2
13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 3
13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 4
13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 5
13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 13, 13, // 6
20, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 7
20, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 21, // 8
// 9 * 25 =225
21, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 0
13, 21, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 1
13, 13, 21, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 2
13, 13, 13, 21, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 3
13, 13, 13, 21, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 4
13, 13, 21, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 5
13, 21, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 13, 13, // 6
21, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 7
13, 13, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 21, // 8
21, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 0
13, 21, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 1
13, 13, 21, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 2
13, 13, 13, 21, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 3
13, 13, 13, 21, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 4
13, 13, 21, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, // 5
13, 21, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 13, 13, // 6
21, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, // 7
13, 13, 13, 13, 13, 13, 13, 13, 21, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 20, 21; // 8
*/
tileMap;
begin
set_mode(m640x480);
set_fps(60, 0);
vsync=1;
load_fpg(pathResolve("fpg\tilemap.fpg"));
define_region(PLAYFIELD_REGION, 0, 0, PLAYFIELD_REGION_W, PLAYFIELD_REGION_H);
debugText();
tiles = malloc((TILEMAP_ROWS+1) * TILEMAP_COLUMNS);
loadData("dat\tmap00", tiles, (TILEMAP_ROWS+1) * TILEMAP_COLUMNS);
tileMap = createTileBuffer(TILEMAP_COLUMNS, TILE_WIDTH, PLAYFIELD_REGION_H);
backgroundScroll(tileMap, tiles);
loop
if (key(_q))
let_me_alone();
break;
end
frame;
end
free(tiles);
end
/**
* Genera la ruta relativa a los ficheros del juego
*/
function pathResolve(file)
begin
return (PATH_USER + "\" + PATH_PROG + "\" + file);
end
/**
* Proceso que muestra informacion de debug como los FPS
*/
process debugText()
private
int fpsTxtId = 0;
string _msg;
begin
loop
if (fpsTxtId)
delete_text(fpsTxtId);
end
_msg = "FPS: " + itoa(fps);
fpsTxtId = write(0, 640, 0, 2, _msg);
frame(3000); // Actualiza a 2 FPS
end
end
/**
* Lee un fichero CSV con datos de juego
*/
function loadData(dataFile, _offset, size)
private
int _retVal = 0;
string _path;
string _msg;
begin
_path = dataFile + ".csv";
_path = pathResolve(_path);
// Efectivamente rellena un array de structs
// La razon es que internamente DIV usa un array gigante para todas las variables
_retVal = readCSVToIntArray(_path, _offset, size);
if (_retVal <= 0)
_msg = "Error al abrir fichero de datos: " + _path;
write(0, 0, 0, 0, _msg);
loop
// abortamos ejecuci¢n
if (key(_q) || key(_esc))
let_me_alone();
break;
end
frame;
end
end
return(_retVal);
end
function createTileBuffer(mapColumns, tileWidth, regionHeight)
private
bufferWidth;
buffer;
begin
bufferWidth = tileWidth * mapColumns;
buffer = new_map(bufferWidth, regionHeight,
0, 0,//bufferWidth >> 1, regionHeight >> 1,
196);
return(buffer);
end
process backgroundScroll(graph, int pointer tilesPtr)
private
oldScrollX;
oldScrollY;
begin
file = 0;
region = PLAYFIELD_REGION;
z = 512;
scrollY = TILEMAP_MAX_Y - PLAYFIELD_REGION_H;
oldScrollX = scrollX;
oldScrollY = scrollY;
drawTiles(graph, tilesPtr, TILEMAP_COLUMNS, TILEMAP_ROWS, TILE_WIDTH, TILE_HEIGHT, 0, 0);
loop
scrollX = clamp(mouse.x, 0, TILEMAP_MAX_X - PLAYFIELD_REGION_W);
scrollY = clamp(scrollY - 1, 0, TILEMAP_MAX_Y - PLAYFIELD_REGION_H);
if (scrollX <> oldScrollX || scrollY <> oldScrollY)
drawTiles(graph, tilesPtr, TILEMAP_COLUMNS, TILEMAP_ROWS, TILE_WIDTH, TILE_HEIGHT, scrollX, scrollY);
end
oldScrollX = scrollX;
oldScrollY = scrollY;
frame(200);
end
end
function clamp(val, minVal, maxVal)
begin
if (val > maxVal)
return(maxVal);
end
if (val < minVal)
return(minVal);
end
return(val);
end
function max(val, maxVal)
begin
if (val < maxVal)
return(maxVal);
end
return(val);
end
/**
* Pinta un tilemap grande en un buffer
*
*
* El funcionamiento es el siguiente, determina las filas y columnas que van a estar dentro del buffer de destino
* a partir de inputX e inputY como desplazamientos.
* Recorre el array multidimensional del tileMap, pero solamente las parte visibles y las pinta en el buffer de destino
*/
function drawTiles(buffer, int pointer tilesPtr, mapColumns, mapRows, tileWidth, tileHeight, inputX, inputY)
private
tileIndex;
tileMap; // Grafico del tilemap a pintar
halfTileWidth; // Centro X del tilemap
halfTileHeight; // Centro Y del tilemap
x0; // Primera columna que se va a pintar
y0; // Primera fila que se va a pintar
xMax; // Ultima columna que se va a pintar
yMax; // Ultima fila que se va a pintar
putY; // Temporal para sacar calculo de Y en el buffer al pintar, del bucle mas interior
begin
y=0; x=0;
x0 = inputX / tileWidth;
y0 = inputY / tileHeight;
xMax = clamp(((inputX + PLAYFIELD_REGION_W) / tileWidth) + 1, 0, mapColumns);
yMax = clamp(((inputY + PLAYFIELD_REGION_H) / tileHeight) + 1, 0, mapRows);
halfTileWidth = tileWidth >> 1;
halfTileHeight = tileHeight >> 1;
for (y = y0; y <= (mapRows); y++)
putY = (y * tileHeight) + halfTileHeight - inputY;
for (x = x0 ; x < xMax; x++)
tileIndex = mapColumns * y + x;
tileMap = tilesPtr[tileIndex];
tileMap = max(tileMap, 1);
map_put(0, buffer, tileMap, (x * tileWidth) + halfTileWidth - inputX, putY);
end
end
end