add level transitions

This commit is contained in:
Rokas Puzonas 2025-12-20 14:41:59 +02:00
parent df027f34cd
commit 1382b14313
8 changed files with 377 additions and 69 deletions

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="1">
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
<tileset firstgid="1" source="tileset.tsx"/>
<layer id="1" name="Actors" width="20" height="15">
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View File

@ -8,11 +8,19 @@
],
"fileStates": {
"first.tmx": {
"scale": 3,
"selectedLayer": 0,
"scale": 4,
"selectedLayer": 1,
"viewCenter": {
"x": 141.49999999999997,
"y": 68
"x": 70,
"y": 71.5
}
},
"second.tmx": {
"scale": 4,
"selectedLayer": 2,
"viewCenter": {
"x": 93,
"y": 71.25
}
}
},

View File

@ -0,0 +1,61 @@
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<tileset firstgid="1" source="tileset.tsx"/>
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View File

@ -1,11 +1,61 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.11.2" name="tileset" tilewidth="8" tileheight="8" tilecount="160" columns="16">
<image source="../kenney-micro-roguelike/colored_tilemap_packed.png" width="128" height="80"/>
<tile id="0">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="1">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="2">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="3">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="4">
<properties>
<property name="type" value="player"/>
</properties>
</tile>
<tile id="16">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="19">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="32">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="33">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="34">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="35">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="39">
<properties>
<property name="type" value="locked_door"/>
@ -16,6 +66,71 @@
<property name="type" value="pot"/>
</properties>
</tile>
<tile id="48">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="49">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="50">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="51">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="52">
<properties>
<property name="type" value="staircase"/>
</properties>
</tile>
<tile id="64">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="65">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="66">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="67">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="80">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="81">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="82">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="83">
<properties>
<property name="type" value="solid"/>
</properties>
</tile>
<tile id="90">
<properties>
<property name="type" value="key"/>

View File

@ -15,6 +15,7 @@ pub const Type = enum {
player,
solid,
pot,
staircase,
door,
key,
};

View File

@ -19,7 +19,6 @@ const tiled = @import("./tiled.zig");
const Game = @This();
pub const Input = struct {
allocator: Allocator,
dt: f64,
move_up: Window.KeyState,
move_down: Window.KeyState,
@ -56,6 +55,8 @@ pub const Level = struct {
}
};
gpa: Allocator,
canvas_size: Vec2,
level: Level,
@ -69,37 +70,60 @@ last_right_repeat_at: ?f64 = null,
show_grid: bool = false,
timers: Timer.List = .empty,
level_exit_transition: ?Timer.Id = null,
level_enter_transition: ?Timer.Id = null,
pub fn init(gpa: Allocator) !Game {
var self = Game{
.gpa = gpa,
.canvas_size = (Vec2.init(20, 15)),
.level = .empty,
.levels = .empty,
.current_level = 0,
};
errdefer self.deinit(gpa);
errdefer self.deinit();
const manager = try tiled.ResourceManager.init();
defer manager.deinit();
try manager.loadTilesetFromBuffer(@embedFile("assets/tiled/tileset.tsx"), "tileset.tsx");
const map = try manager.loadMapFromBuffer(@embedFile("assets/tiled/first.tmx"));
defer map.deinit();
try self.levels.append(gpa, try loadLevelFromEmbedFile(gpa, manager, "assets/tiled/first.tmx"));
try self.levels.append(gpa, try loadLevelFromEmbedFile(gpa, manager, "assets/tiled/second.tmx"));
try self.levels.append(gpa, try loadLevelFromTiled(gpa, map));
try self.restartLevel(gpa);
try self.restartLevel();
return self;
}
fn restartLevel(self: *Game, gpa: Allocator) !void {
const level_copy = try self.levels.items[self.current_level].clone(gpa);
errdefer level_copy.deinit(gpa);
fn restartLevel(self: *Game) !void {
const level_copy = try self.levels.items[self.current_level].clone(self.gpa);
errdefer level_copy.deinit(self.gpa);
self.level.deinit(gpa);
self.level.deinit(self.gpa);
self.level = level_copy;
}
fn nextLevel(self: *Game) !void {
if (self.level_exit_transition != null) {
return;
}
if (self.current_level < self.levels.items.len) {
self.level_exit_transition = try self.timers.start(self.gpa, .{
.duration = 1
});
}
}
fn loadLevelFromEmbedFile(gpa: Allocator, manager: tiled.ResourceManager, comptime path: []const u8) !Level {
const map = try manager.loadMapFromBuffer(@embedFile(path));
defer map.deinit();
return try loadLevelFromTiled(gpa, map);
}
fn loadLevelFromTiled(gpa: Allocator, map: tiled.Map) !Level {
var level: Level = .empty;
errdefer level.deinit(gpa);
@ -113,9 +137,6 @@ fn loadLevelFromTiled(gpa: Allocator, map: tiled.Map) !Level {
continue;
}
const layer_props = tiled.Properties{ .inner = layer.layer.properties };
const is_layer_solid = layer_props.getPropertyBool("solid") orelse false;
const map_width = map.map.width;
for (0..map.map.height) |y| {
for (0..map_width) |x| {
@ -139,7 +160,9 @@ fn loadLevelFromTiled(gpa: Allocator, map: tiled.Map) !Level {
entity.locked = true;
} else if (std.mem.eql(u8, tile_type, "pot")) {
entity.type = .pot;
} else if (is_layer_solid) {
} else if (std.mem.eql(u8, tile_type, "staircase")) {
entity.type = .staircase;
} else if (std.mem.eql(u8, tile_type, "solid")) {
entity.type = .solid;
}
@ -151,12 +174,13 @@ fn loadLevelFromTiled(gpa: Allocator, map: tiled.Map) !Level {
return level;
}
pub fn deinit(self: *Game, gpa: Allocator) void {
self.level.deinit(gpa);
pub fn deinit(self: *Game) void {
self.timers.deinit(self.gpa);
self.level.deinit(self.gpa);
for (self.levels.items) |*level| {
level.deinit(gpa);
level.deinit(self.gpa);
}
self.levels.deinit(gpa);
self.levels.deinit(self.gpa);
}
fn drawGrid(self: *Game, size: Vec2, color: Vec4, line_width: f32) void {
@ -187,6 +211,10 @@ fn getEntityAt(self: *Game, pos: Vec2) ?Entity.Id {
var iter = self.level.entities.iterator();
while (iter.next()) |tuple| {
const entity = tuple.item;
if (entity.type == .nil) {
continue;
}
if (entity.position.eql(pos)) {
return tuple.id;
}
@ -226,6 +254,10 @@ fn moveEntity(self: *Game, entity_id: Entity.Id, dir: Vec2) bool {
return false;
}
if (entity.type == .nil) {
return true;
}
if (dir.x == 0 and dir.y == 0) {
return true;
}
@ -247,7 +279,7 @@ fn moveEntity(self: *Game, entity_id: Entity.Id, dir: Vec2) bool {
if (next_entity.locked) {
return false;
}
} else if (next_entity.type == .nil) {
} else if (next_entity.type == .solid) {
return false;
}
}
@ -262,7 +294,6 @@ pub fn getInput(self: *Game, window: *Window) Input {
const dt = @as(f32, @floatFromInt(window.frame_dt_ns)) / std.time.ns_per_s;
return Input{
.allocator = window.gpa,
.dt = dt,
.move_up = window.getKeyState(.W),
.move_down = window.getKeyState(.S),
@ -292,20 +323,60 @@ fn drawEntity(self: *Game, entity: *Entity) void {
}
}
fn hasStaricaseAt(self: *Game, position: Vec2) bool {
var iter = self.level.entities.iterator();
while (iter.nextItem()) |entity| {
if (entity.type == .staircase and entity.position.eql(position)) {
return true;
}
}
return false;
}
pub fn tick(self: *Game, input: Input) !void {
Gfx.drawRectangle(.init(0, 0), .init(self.canvas_size.x, self.canvas_size.y), rgb_hex("#222323").?);
const bg_color = rgb_hex("#222323").?;
Gfx.drawRectangle(.init(0, 0), .init(self.canvas_size.x, self.canvas_size.y), bg_color);
if (self.show_grid) {
self.drawGrid(.init(1, 1), rgb(20, 20, 20), 0.1);
}
if (input.restart) {
try self.restartLevel(input.allocator);
try self.restartLevel();
}
self.level.timers.now += input.dt;
self.timers.now += input.dt;
var cover_opacity: f32 = 0;
var can_move = true;
if (self.level_exit_transition) |timer| {
can_move = false;
cover_opacity = self.timers.percent_passed(timer);
if (self.timers.finished(timer)) {
self.current_level += 1;
try self.restartLevel();
self.level_exit_transition = null;
self.level_enter_transition = try self.timers.start(self.gpa, .{
.duration = 1
});
}
}
if (self.level_enter_transition) |timer| {
cover_opacity = 1 - self.timers.percent_passed(timer);
if (self.timers.finished(timer)) {
self.level_enter_transition = null;
}
}
var move: Vec2 = .init(0, 0);
if (can_move) {
const repeat_options = Window.KeyState.RepeatOptions{
.first_at = 0.3,
.period = 0.1
@ -323,6 +394,7 @@ pub fn tick(self: *Game, input: Input) !void {
if (input.move_right.pressed or input.move_right.repeat(&self.last_right_repeat_at, repeat_options)) {
move.x += 1;
}
}
var iter = self.level.entities.iterator();
while (iter.next()) |tuple| {
@ -330,21 +402,41 @@ pub fn tick(self: *Game, input: Input) !void {
const entity_id = tuple.id;
if (entity.type == .player) {
_ = self.moveEntity(entity_id, move);
if (self.hasStaricaseAt(entity.position)) {
try self.nextLevel();
}
}
}
var top_layer: std.ArrayList(Entity.Id) = .empty;
defer top_layer.deinit(self.gpa);
var bottom_layer: std.ArrayList(Entity.Id) = .empty;
defer bottom_layer.deinit(self.gpa);
iter = self.level.entities.iterator();
while (iter.nextItem()) |entity| {
if (entity.type != .player) {
self.drawEntity(entity);
while (iter.next()) |tuple| {
const entity = tuple.item;
const entity_id = tuple.id;
if (entity.type == .player or entity.type == .key or entity.type == .pot) {
try top_layer.append(self.gpa, entity_id);
} else {
try bottom_layer.append(self.gpa, entity_id);
}
}
iter = self.level.entities.iterator();
while (iter.nextItem()) |entity| {
if (entity.type == .player) {
for (bottom_layer.items) |entity_id| {
const entity = self.level.entities.getAssumeExists(entity_id);
self.drawEntity(entity);
}
for (top_layer.items) |entity_id| {
const entity = self.level.entities.getAssumeExists(entity_id);
self.drawEntity(entity);
}
if (cover_opacity != 0) {
Gfx.drawRectangle(.init(0, 0), .init(self.canvas_size.x, self.canvas_size.y), bg_color.multiply(Vec4.init(1, 1, 1, cover_opacity)));
}
}
@ -361,4 +453,8 @@ pub fn debug(self: *Game) !void {
imgui.textFmt("Entities: {}", .{self.level.entities.len});
imgui.textFmt("Timers: {}", .{self.level.timers.array_list.len});
_ = imgui.checkbox("Show grid", &self.show_grid);
if (imgui.button("Skip level")) {
try self.nextLevel();
}
}

View File

@ -60,6 +60,14 @@ pub const List = struct {
return timer.finishes_at > self.now;
}
pub fn percent_passed(self: *List, id: Id) f32 {
const timer = self.array_list.get(id) orelse return 0;
const time_passed = self.now - timer.started_at;
const duration = timer.finishes_at - timer.started_at;
return @floatCast(std.math.clamp(time_passed / duration, 0, 1));
}
pub fn finished(self: *List, id: Id) bool {
const timer = self.array_list.get(id) orelse return false;
if (timer.finishes_at > self.now) {

View File

@ -240,7 +240,7 @@ pub fn init(self: *Window, gpa: Allocator) !void {
});
var game = try Game.init(gpa);
errdefer game.deinit(gpa);
errdefer game.deinit();
self.* = Window{
.gpa = gpa,
@ -255,7 +255,7 @@ pub fn init(self: *Window, gpa: Allocator) !void {
pub fn deinit(self: *Window) void {
const gpa = self.gpa;
self.game.deinit(gpa);
self.game.deinit();
self.events.deinit(gpa);
Gfx.deinit();