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mirror of https://github.com/Michael2-3B/Isometric-Minecraft-CE.git synced 2024-11-23 22:51:02 +01:00

Added shadows & more block physics

Shadows are not properly implemented yet and are treated as full blocks.

Block physics are also pretty rough right now, I added code so that a block placement/update can update other blocks on all sides of it, but this currently can cause a RAM clear
This commit is contained in:
Michael B 2022-02-09 20:56:39 -06:00
parent 48c073dd7c
commit 67d0d6fbc7
12 changed files with 302 additions and 48 deletions

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ISO.8xp

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screenshots/render033.gif Normal file

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screenshots/render034.png Normal file

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@ -42,4 +42,6 @@
characters/steven_south_1
characters/steven_west_1
frames/selection_box
extras/selection_box
extras/shadow_25percent
extras/shadow_50percent

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@ -3,10 +3,10 @@ opened convpng.ini
--- logo_gfx (C) ---
building palette with [256] available indices ...
built palette with [256] indices.
palette quality : 99.23%
palette quality : 99.24%
transparent color index : 0
transparent color : 0xFFFF
31:
33:
water_full : 99.75%
water_surface : 99.76%
lava_full : 98.31%
@ -38,6 +38,8 @@ transparent color : 0xFFFF
steven_south_1 : 99.79%
steven_west_1 : 99.92%
selection_box : 100.00%
shadow_25percent : 100.00%
shadow_50percent : 100.00%
converted in 0 s

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@ -161,6 +161,16 @@ extern uint8_t steven_west_1_data[1163];
#define selection_box_size 785
extern uint8_t selection_box_data[785];
#define selection_box ((gfx_sprite_t*)selection_box_data)
#define shadow_25percent_width 27
#define shadow_25percent_height 29
#define shadow_25percent_size 785
extern uint8_t shadow_25percent_data[785];
#define shadow_25percent ((gfx_sprite_t*)shadow_25percent_data)
#define shadow_50percent_width 27
#define shadow_50percent_height 29
#define shadow_50percent_size 785
extern uint8_t shadow_50percent_data[785];
#define shadow_50percent ((gfx_sprite_t*)shadow_50percent_data)
#define sizeof_logo_gfx_pal 512
extern uint16_t logo_gfx_pal[256];

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@ -0,0 +1,37 @@
// convpng v6.8
#include <stdint.h>
#include "logo_gfx.h"
// 8 bpp image
uint8_t shadow_25percent_data[785] = {
27,29, // width,height
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};

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@ -0,0 +1,37 @@
// convpng v6.8
#include <stdint.h>
#include "logo_gfx.h"
// 8 bpp image
uint8_t shadow_50percent_data[785] = {
27,29, // width,height
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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};

View File

@ -38,7 +38,9 @@ void blockPlacement();
int gridToScreenX(int gridX, int gridZ);
int gridToScreenY(int gridX, int gridZ, int gridY);
void blockPhysics();
void addFallingBlock(int blockID, int velocity, int blockX, int blockZ, int blockY, bool flag);
void addFallingBlock(int blockX, int blockZ, int blockY, int velocity);
void removeFallingBlock(int blockX, int blockZ, int blockY, int index);
void updateSurroundingBlocks(int blockX, int blockZ, int blockY);
void print_string_centered(char *str, int y, int offset, uint8_t c);
/* Put all your globals here */
@ -47,17 +49,69 @@ kb_key_t key;
gfx_TempSprite(behind_character, 27, 43);
gfx_TempSprite(behind_selection, 27, 29);
int fallingBlocks[10][5] = {
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0},
{-1, 0, 0, 0, 0}
int fallingBlocksSize = 60;
int fallingBlocks[60][6] = {
// {block ID, velocity, x, y, z, total fall height}
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0},
{-1, -1, -1, -1, -1, 0}
};
const gfx_sprite_t *blocks[] = {
@ -159,8 +213,8 @@ const gfx_sprite_t *blocks[] = {
/* 095 */ NULL,
/* 096 */ NULL,
/* 097 */ NULL,
/* 098 */ NULL,
/* 099 */ NULL,
/* 098 */ shadow_25percent,
/* 099 */ shadow_50percent,
/* 100 */ brick,
/* 101 */ coal_ore,
/* 102 */ stone,
@ -175,6 +229,9 @@ const gfx_sprite_t *blocks[] = {
/* 111 */ cobblestone
};
#define SHADOW_25 98
#define SHADOW_50 99
#define AIR 0
#define WATER_FULL 1
#define WATER_SURFACE 2
@ -275,7 +332,10 @@ void main(void) {
gfx_SetPalette(logo_gfx_pal, sizeof_logo_gfx_pal, 0);
gfx_FillScreen(5);
generateMap(1);
generateMap(1); //world 1 is a flat grass world - 2 layers of stone/coal, 1 layer of dirt, 1 layer of grass
//DO NOT LOAD MAP 3. IT IS A FLOATING SAND WORLD AND IF YOU MESS WITH THE SAND YOU WILL (CURRENTLY) GET A RAM CLEAR
drawMap(0,0,0);
playerX = gridToScreenX(playerGridA, playerGridB);
@ -317,8 +377,7 @@ void main(void) {
/* Put other functions here */
void generateMap(int mapNum){
if(mapNum == 0){
//generate heightmap
if(mapNum == 0){ //dynamic terrain
int lowVal = -1;
int highVal = 1;
int heightMap[sizeX][sizeZ];
@ -387,7 +446,7 @@ void generateMap(int mapNum){
}
}
} else if(mapNum == 1){
} else if(mapNum == 1){ //flat grass world
for(a=0; a<sizeX; a++){
for(b=0; b<sizeZ; b++){
for(c=0; c<sizeY; c++){
@ -407,7 +466,7 @@ void generateMap(int mapNum){
}
}
}
} else if(mapNum == 2){
} else if(mapNum == 2){ //empty world
for(a=0; a<sizeX; a++){
for(b=0; b<sizeZ; b++){
for(c=0; c<sizeY; c++){
@ -415,6 +474,22 @@ void generateMap(int mapNum){
}
}
}
} else if(mapNum == 3){ //floating sand world
for(a=0; a<sizeX; a++){
for(b=0; b<sizeZ; b++){
for(c=0; c<sizeY; c++){
if(c==0){
map[a][b][c] = STONE;
} else if(c==1 && a>3 && b>3){
map[a][b][c] = SHADOW_50;
} else if(c==7 && a>3 && b>3){
map[a][b][c] = SAND;
} else {
map[a][b][c] = AIR;
}
}
}
}
}
}
@ -649,6 +724,17 @@ void blockPlacement(){
if(map[selectionA][selectionB][selectionC] != i){
map[selectionA][selectionB][selectionC] = i;
if(selectionC>0){
if(map[selectionA][selectionB][selectionC-1] == AIR){
j=selectionC-1;
while(map[selectionA][selectionB][j] == AIR && j>-1) j--;
map[selectionA][selectionB][j+1] = SHADOW_50;
}
}
gfx_FillScreen(5);
drawMap(0,0,0);
drawBlockSelection();
@ -662,22 +748,25 @@ void blockPlacement(){
gfx_BlitBuffer();
updateSurroundingBlocks(selectionA, selectionB, selectionC);
/*
//falling blocks
if(i==AIR && selectionC<sizeY-1){
if(map[selectionA][selectionB][selectionC+1] == SAND || map[selectionA][selectionB][selectionC+1] == GRAVEL){
j = 0;
while(fallingBlocks[j][0] != -1) j++;
//deleted a block, so now updating surrounding blocks
addFallingBlock(map[selectionA][selectionB][selectionC+1], 1, selectionA, selectionB, selectionC+1, false);
updateSurroundingBlocks(selectionA, selectionB, selectionC);
}
} else if((i==SAND || i==GRAVEL) && selectionC>0){
if(map[selectionA][selectionB][selectionC-1] == AIR){
j = 0;
while(fallingBlocks[j][0] != -1) j++;
//placed a gravity block
addFallingBlock(selectionA, selectionB, selectionC, 1);
addFallingBlock(i, 1, selectionA, selectionB, selectionC, false);
updateSurroundingBlocks()
}
}
*/
}
}
}
@ -694,28 +783,36 @@ int gridToScreenY(int gridX, int gridZ, int gridY){
void blockPhysics(){
int blockX, blockZ, blockY;
for(j=0; j<10; j++){
for(j=0; j<fallingBlocksSize; j++){
if(fallingBlocks[j][0] != -1){
blockX = fallingBlocks[j][2];
blockZ = fallingBlocks[j][3];
blockY = fallingBlocks[j][4];
if(blockY > 0){
if(map[blockX][blockZ][blockY-1] == AIR){
map[blockX][blockZ][blockY] = AIR;
if(fallingBlocks[j][5] == 0)
updateSurroundingBlocks(blockX, blockZ, blockY);
if(blockY+1<sizeY){
if(map[blockX][blockZ][blockY+1] == SAND || map[blockX][blockZ][blockY+1] == GRAVEL)
addFallingBlock(map[blockX][blockZ][blockY+1], 1, blockX, blockZ, blockY+1, true);
addFallingBlock(blockX, blockZ, blockY+1, 1);
}
fallingBlocks[j][4] -= fallingBlocks[j][1];
map[blockX][blockZ][fallingBlocks[j][4]] = fallingBlocks[j][0];
fallingBlocks[j][5]++;
map[blockX][blockZ][blockY-1] = fallingBlocks[j][0];
} else {
addFallingBlock(-1, 0, 0, 0, 0, false);
removeFallingBlock(blockX, blockZ, blockY, j);
updateSurroundingBlocks(blockX, blockZ, blockY);
}
} else {
addFallingBlock(-1, 0, 0, 0, 0, false);
removeFallingBlock(blockX, blockZ, blockY, j);
updateSurroundingBlocks(blockX, blockZ, blockY);
}
gfx_FillScreen(5);
@ -732,23 +829,92 @@ void blockPhysics(){
}
}
void addFallingBlock(int blockID, int velocity, int blockX, int blockZ, int blockY, bool flag){
if(flag == true){
int iter = 0;
while(fallingBlocks[iter][0] != -1) iter++;
void addFallingBlock(int blockX, int blockZ, int blockY, int velocity){
fallingBlocks[iter][0] = blockID;
fallingBlocks[iter][1] = velocity;
fallingBlocks[iter][2] = blockX;
fallingBlocks[iter][3] = blockZ;
fallingBlocks[iter][4] = blockY;
int index = 0;
while(fallingBlocks[index][0] != -1) index++;
} else {
fallingBlocks[j][0] = blockID;
fallingBlocks[j][1] = velocity;
fallingBlocks[j][2] = blockX;
fallingBlocks[j][3] = blockZ;
fallingBlocks[j][4] = blockY;
fallingBlocks[index][0] = map[blockX][blockZ][blockY]; //block ID
fallingBlocks[index][1] = velocity;
fallingBlocks[index][2] = blockX;
fallingBlocks[index][3] = blockZ;
fallingBlocks[index][4] = blockY;
fallingBlocks[index][5] = 0;
}
void removeFallingBlock(int blockX, int blockZ, int blockY, int index){
fallingBlocks[index][0] = -1;
fallingBlocks[index][1] = -1;
fallingBlocks[index][2] = -1;
fallingBlocks[index][3] = -1;
fallingBlocks[index][4] = -1;
fallingBlocks[index][5] = 0;
}
void updateSurroundingBlocks(int blockX, int blockZ, int blockY){
if(blockY>1){
if(map[blockX][blockZ][blockY-1] == SAND || map[blockX][blockZ][blockY-1] == GRAVEL){
if(map[blockX][blockZ][blockY-2] == AIR)
addFallingBlock(blockX, blockZ, blockY-1, 1);
}
}
if(blockX>0){
if(map[blockX-1][blockZ][blockY] == SAND || map[blockX-1][blockZ][blockY] == GRAVEL){
if(blockY>0){
if(map[blockX-1][blockZ][blockY-1] == AIR)
addFallingBlock(blockX-1, blockZ, blockY, 1);
}
}
}
if(blockZ>0){
if(map[blockX][blockZ-1][blockY] == SAND || map[blockX][blockZ-1][blockY] == GRAVEL){
if(blockY>0){
if(map[blockX][blockZ-1][blockY-1] == AIR)
addFallingBlock(blockX, blockZ-1, blockY, 1);
}
}
}
if(map[blockX][blockZ][blockY] == SAND || map[blockX][blockZ][blockY] == GRAVEL){
if(blockY>0){
if(map[blockX][blockZ][blockY-1] == AIR){
addFallingBlock(blockX, blockZ, blockY, 1);
}
}
}
if(blockZ<sizeZ-1){
if(map[blockX][blockZ+1][blockY] == SAND || map[blockX][blockZ+1][blockY] == GRAVEL){
if(blockY>0){
if(map[blockX][blockZ+1][blockY-1] == AIR)
addFallingBlock(blockX, blockZ+1, blockY, 1);
}
}
}
if(blockX<sizeX-1){
if(map[blockX+1][blockZ][blockY] == SAND || map[blockX+1][blockZ][blockY] == GRAVEL){
if(blockY>0){
if(map[blockX+1][blockZ][blockY-1] == AIR)
addFallingBlock(blockX+1, blockZ, blockY, 1);
}
}
}
if(blockY<sizeY-1){
if(map[blockX][blockZ][blockY+1] == SAND || map[blockX][blockZ][blockY+1] == GRAVEL){
if(blockY>0){
if(map[blockX][blockZ][blockY] == AIR)
addFallingBlock(blockX, blockZ, blockY+1, 1);
}
}
}
}