Implement texture atlas building

This commit is contained in:
crumblingstatue 2023-04-15 19:26:36 +02:00
parent 5ec0ad0da4
commit 45801205dc
17 changed files with 558 additions and 60 deletions

View file

@ -50,16 +50,16 @@ impl GameState {
}
pub(crate) fn draw_world(&mut self, rt: &mut RenderTexture, res: &mut Res) {
self.light_sources.clear();
let mut s = Sprite::with_texture(&res.tile_atlas);
let mut s = Sprite::with_texture(&res.atlas.tex);
for_each_tile_on_screen(self.camera_offset, rt.size(), |tp, sp| {
let tile = self.world.tile_at_mut(tp, &self.worldgen);
s.set_position(sp.to_sf_vec());
if tile.bg != Tile::EMPTY {
s.set_texture_rect(self.tile_db[tile.bg].atlas_offset.to_sf_rect());
s.set_texture_rect(self.tile_db[tile.bg].tex_rect.to_sf());
rt.draw(&s);
}
if tile.mid != Tile::EMPTY {
s.set_texture_rect(self.tile_db[tile.mid].atlas_offset.to_sf_rect());
s.set_texture_rect(self.tile_db[tile.mid].tex_rect.to_sf());
if let Some(light) = self.tile_db[tile.mid].light {
let pos = ScreenVec {
x: sp.x + light.x,
@ -70,7 +70,7 @@ impl GameState {
rt.draw(&s);
}
if tile.fg != Tile::EMPTY {
s.set_texture_rect(self.tile_db[tile.fg].atlas_offset.to_sf_rect());
s.set_texture_rect(self.tile_db[tile.fg].tex_rect.to_sf());
rt.draw(&s);
}
});
@ -106,8 +106,9 @@ impl GameState {
self.ambient_light,
255,
));
let mut s = Sprite::with_texture(&res.atlas.tex);
s.set_texture_rect(res.atlas.rects["light/1"].to_sf());
for ls in &self.light_sources {
let mut s = Sprite::with_texture(&res.light_texture);
let flicker = smoothwave(self.world.ticks, 40) as f32 / 64.0;
s.set_scale((4. + flicker, 4. + flicker));
s.set_origin((128., 128.));
@ -116,9 +117,11 @@ impl GameState {
}
}
pub(crate) fn new(world_name: String, path: PathBuf) -> GameState {
pub(crate) fn new(world_name: String, path: PathBuf, res: &Res) -> GameState {
let mut spawn_point = WorldPos::SURFACE_CENTER;
spawn_point.y -= 1104;
let mut tile_db = TileDb::load_or_default();
tile_db.update_rects(&res.atlas.rects);
Self {
camera_offset: spawn_point,
world: World::new(spawn_point, &world_name, path),
@ -129,7 +132,7 @@ impl GameState {
worldgen: Worldgen::from_seed(0),
ambient_light: 0,
light_sources: Vec::new(),
tile_db: TileDb::load_or_default(),
tile_db,
}
}
}