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{
Copyright 2011-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Game initialization and logic. }
unit Game;
interface
implementation
uses
{ standard units }
SysUtils, Math,
{ Castle Game Engine units }
CastleWindow, CastleFilesUtils, CastleWindowModes, CastleStringUtils,
CastleUtils, CastleGLUtils, CastleKeysMouse, CastleMessages, CastleGLImages,
CastleImages, CastleColors, CastleLog, CastleApplicationProperties,
{ game units }
GameMap, GamePlayer, GameWindow;
var
Player: TPlayer;
ViewMoveX, ViewMoveY: Single;
ViewFollowsPlayer: boolean = true;
procedure WindowRender(Container: TUIContainer);
var
RealViewMoveX, RealViewMoveY: Integer;
procedure DrawImageOnTile(X, Y: Cardinal; GLImage: TGLImage;
const SpecialMoveX: Integer = 0;
const SpecialMoveY: Integer = 0);
var
PosX, PosY: Integer;
begin
PosX := X * BaseWidth;
if Odd(Y) then
PosX += BaseWidth div 2;
PosX += RealViewMoveX + SpecialMoveX;
PosY := Y * (BaseHeight div 2);
PosY += RealViewMoveY + SpecialMoveY;
GLImage.Alpha := acTest;
GLImage.Draw(PosX, PosY);
end;
var
X, Y: Cardinal;
MapTile: TMapTile;
BaseFitX, BaseFitY: Cardinal;
X1, X2, Y1, Y2: Integer;
begin
RenderContext.Clear([cbColor], Black);
BaseFitX := Ceil(Window.Width / BaseWidth) + 1;
BaseFitY := Ceil(2 * Window.Height / BaseHeight) + 1;
if ViewFollowsPlayer then
begin
{ Ignore ViewMoveX/Y, calculate RealView such that the player
is in the middle. }
RealViewMoveX := Player.XPixel;
RealViewMoveY := Player.YPixel;
if Player.Moving then
begin
RealViewMoveX -= Round(Player.MovingSmallMoveX);
RealViewMoveY -= Round(Player.MovingSmallMoveY);
end;
end else
begin
RealViewMoveX := Round(ViewMoveX);
RealViewMoveY := Round(ViewMoveY);
end;
{ First: this is what would be seen if RealViewMoveX/Y is zero. }
X1 := -1;
X2 := Integer(BaseFitX) - 2;
Y1 := -1;
Y2 := Integer(BaseFitY) - 2;
{ Now translate taking RealViewMoveX/Y into account. }
X1 -= Ceil(RealViewMoveX / BaseWidth);
X2 -= Floor(RealViewMoveX / BaseWidth);
Y1 -= Ceil(2 * RealViewMoveY / BaseHeight);
Y2 -= Floor(2 * RealViewMoveY / BaseHeight);
{ Eventually correct to be inside 0..Map.Width/Height - 1 range }
ClampVar(X1, 0, Map.Width - 1);
ClampVar(X2, 0, Map.Width - 1);
ClampVar(Y1, 0, Map.Height - 1);
ClampVar(Y2, 0, Map.Height - 1);
for X := X1 to X2 do
for Y := Y1 to Y2 do
begin
MapTile := Map.Items[X, Y];
DrawImageOnTile(X, Y, MapTile.BaseTile.GLImage);
end;
{ TODO: unoptimal code, should draw only the part that fits within the window.
We should auto-check width/height of bonus tile, to know when to draw it.
Even better, we should record this on the map --- which tile is visible
where. }
for Y := Map.Height - 1 downto 0 do
begin
{ The order of drawing is important. Player must be drawn
on top of some objects and below some others. }
if Y = Player.Y then
begin
if Player.Moving then
DrawImageOnTile(Player.X, Player.Y, Player.GLImage[Player.Direction],
Round(Player.MovingSmallMoveX),
Round(Player.MovingSmallMoveY)) else
DrawImageOnTile(Player.X, Player.Y, Player.GLImage[Player.Direction]);
end;
for X := 0 to Map.Width - 1 do
begin
MapTile := Map.Items[X, Y];
if MapTile.BonusTile <> nil then
DrawImageOnTile(X, Y, MapTile.BonusTile.GLImage);
end;
end;
end;
procedure WindowPress(Container: TUIContainer; const Event: TInputPressRelease);
var
NewViewMoveX, NewViewMoveY: Integer;
{ Get character from user. Returns #0 if cancelled. }
function MessageChar(const S: string): char;
var
Event: TInputPressRelease;
begin
Event := MessageKeyMouse(Window,
'Enter the character code of new base tile, or Escape to cancel');
if (Event.EventType = itKey) and
(Event.KeyCharacter <> CharEscape) and
(Event.KeyCharacter <> #0) then
Result := Event.KeyCharacter else
Result := #0;
end;
procedure EditBaseTile;
var
BaseTile: TBaseTile;
C: Char;
begin
C := MessageChar('Enter the character code of new base tile, or Escape to cancel');
if C <> #0 then
begin
BaseTile := Map.BaseTiles[C];
if BaseTile = nil then
MessageOK(Window, Format('The character "%s" is not a code ' +
'for any base tile', [C])) else
Map.Items[Player.X, Player.Y].BaseTile := BaseTile;
end;
end;
procedure EditBonusTile;
var
BonusTile: TBonusTile;
C: Char;
begin
C := MessageChar('Enter the character code of new bonus tile, or "_" to clear or Escape to cancel');
if C <> #0 then
begin
if C = '_' then
Map.Items[Player.X, Player.Y].BonusTile := nil else
begin
BonusTile := Map.BonusTiles[C];
if BonusTile = nil then
MessageOK(Window, Format('The character "%s" is not a code ' +
'for any bonus tile', [C])) else
Map.Items[Player.X, Player.Y].BonusTile := BonusTile;
end;
end;
end;
procedure ShowFieldInfo;
function TileDescr(Tile: TTile): string;
begin
if Tile = nil then
Result := '<none>' else
Result := Format('"%s" (URL "%s")',
[Tile.CharCode, Tile.RelativeURL]);
end;
begin
MessageOK(Window, Format(
'Position: %d, %d' +nl+
'Base tile: %s' +nl+
'Bonus tile: %s',
[ Player.X, Player.Y,
TileDescr(Map.Items[Player.X, Player.Y].BaseTile),
TileDescr(Map.Items[Player.X, Player.Y].BonusTile) ]));
end;
var
URL: string;
begin
if Event.EventType = itKey then
begin
case Event.KeyCharacter of
'f': begin
ViewFollowsPlayer := not ViewFollowsPlayer;
if not ViewFollowsPlayer then
begin
{ Set ViewMoveX/Y initial values such that the player is still
in the middle. This is less confusing for user. }
ViewMoveToCenterPosition(Player.X, Player.Y,
NewViewMoveX, NewViewMoveY);
ViewMoveX := NewViewMoveX;
ViewMoveY := NewViewMoveY;
end;
end;
'e': EditBaseTile;
'E': EditBonusTile;
's': begin
URL := 'new';
if MessageInputQuery(Window, 'Save map as name' +
' (don''t specify here initial path and .map extension)', URL) then
Map.SaveToFile(ApplicationData('maps/' + URL + '.map'));
end;
'i': ShowFieldInfo;
CharEscape: Window.Close;
end;
end;
end;
procedure WindowUpdate(Container: TUIContainer);
const
ViewMoveChangeSpeed = 10.0 * 50.0;
begin
if not ViewFollowsPlayer then
begin
if Window.Pressed[K_Up] then ViewMoveY -= ViewMoveChangeSpeed * Window.Fps.SecondsPassed;
if Window.Pressed[K_Down] then ViewMoveY += ViewMoveChangeSpeed * Window.Fps.SecondsPassed;
if Window.Pressed[K_Right] then ViewMoveX -= ViewMoveChangeSpeed * Window.Fps.SecondsPassed;
if Window.Pressed[K_Left] then ViewMoveX += ViewMoveChangeSpeed * Window.Fps.SecondsPassed;
end else
begin
{ At first I placed the commands below in KeyDown, as they work
like KeyDown: non-continuously. However, thanks to smooth scrolling
of the screen, user is easily fooled and thinks that they work
continuously. So he keeps pressing them. So we should check them
here. }
if Window.Pressed[K_Up] then Player.Move(dirNorth);
if Window.Pressed[K_Down] then Player.Move(dirSouth);
if Window.Pressed[K_Left] then Player.Move(dirWest);
if Window.Pressed[K_Right] then Player.Move(dirEast);
if Window.Pressed[K_Numpad_7] then Player.Move(dirNorthWest);
if Window.Pressed[K_Numpad_9] then Player.Move(dirNorthEast);
if Window.Pressed[K_Numpad_1] then Player.Move(dirSouthWest);
if Window.Pressed[K_Numpad_3] then Player.Move(dirSouthEast);
if Window.Pressed[K_Numpad_4] then Player.Move(dirWest);
if Window.Pressed[K_Numpad_6] then Player.Move(dirEast);
if Window.Pressed[K_Numpad_2] then Player.Move(dirSouth);
if Window.Pressed[K_Numpad_8] then Player.Move(dirNorth);
if Window.Pressed[K_F10] then
begin
{ simulate OpenGL context close + open, this may happen at any time on Android/iOS }
Window.Close(false);
Window.Open;
end;
end;
GameTime += Window.Fps.SecondsPassed;
Player.Update;
end;
{ One-time initialization of resources. }
procedure ApplicationInitialize;
begin
{ Assign Window callbacks }
Window.OnUpdate := @WindowUpdate;
Window.OnPress := @WindowPress;
Window.OnRender := @WindowRender;
{ For a scalable UI (adjusts to any window size in a smart way), use UIScaling }
// Window.Container.UIReferenceWidth := 1024;
// Window.Container.UIReferenceHeight := 768;
// Window.Container.UIScaling := usEncloseReferenceSize;
Map := TMap.CreateFromFile(ApplicationData('maps/1.map'));
Player := TPlayer.Create;
Player.Teleport(Map.PlayerStartX, Map.PlayerStartY, dirSouth);
Player.CalculatePixelPosition;
end;
initialization
{ Set ApplicationName early, as our log uses it.
Optionally you could also set ApplicationProperties.Version here. }
ApplicationProperties.ApplicationName := 'isometric_game';
{ Start logging. Do this as early as possible,
to log information and eventual warnings during initialization. }
InitializeLog;
{ Initialize Application.OnInitialize. }
Application.OnInitialize := @ApplicationInitialize;
{ Create and assign Application.MainWindow. }
Window := TCastleWindowCustom.Create(Application);
Application.MainWindow := Window;
{ Our drawing routine is not prepared to react perfectly to window size change
at runtime. So disable it for now. }
Window.ResizeAllowed := raOnlyAtOpen;
Window.FpsShowOnCaption := true;
finalization
FreeAndNil(Player);
FreeAndNil(Map);
end.
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