1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2025-01-24 17:26:41 +00:00

Rewrite SceneEditor level generation and skinning, use light pink to designate areas that should not be skinned

This also fixes a long-standing off-by-one with the generated ObsRows:
Before this commit, the game would (upon F11) eat every black pixel from
the map template that was directly left of a white pixel, eg.
#### ## # ## ... would become
###  #    #  ...

GENERATED MAPS ARE NOW DIFFERENT!
With this bug gone, dumping obs (F8) and loading that back in as a map
template (F11) should now be fully round-trip compatible and not lose
pixels anymore.

Extra feature:
(R>=200, G in [128..199], B>=200) in the map template now designate zones
that should not be obstructed but also not generate border rocks when
skinned (F12). Makes editing energy temple styled maps much easier since
we don't have to manually erase tiles on layer "5" anymore, all the time.
This commit is contained in:
fgenesis 2022-07-06 08:59:55 +02:00
parent 5c3c0037c9
commit d7ff053efd
7 changed files with 155 additions and 155 deletions

View file

@ -120,10 +120,6 @@ Entity *Game::getNearestEntity(const Vector &pos, float radius, Entity *ignore,
return closest;
}
ObsRow::ObsRow(int tx, int ty, int len) : tx(tx), ty(ty), len(len)
{
}
int Game::getNumberOfEntitiesNamed(const std::string &name)
{
int c = 0;
@ -388,7 +384,7 @@ Element* Game::createElement(size_t idx, Vector position, size_t bgLayer, Render
return element;
}
void Game::addObsRow(int tx, int ty, int len)
void Game::addObsRow(unsigned tx, unsigned ty, unsigned len)
{
ObsRow obsRow(tx, ty, len);
obsRows.push_back(obsRow);
@ -610,7 +606,7 @@ void Game::reconstructGrid(bool force)
for (size_t i = 0; i < obsRows.size(); i++)
{
o = &obsRows[i];
for (int tx = 0; tx < o->len; tx++)
for (unsigned tx = 0; tx < o->len; tx++)
{
setGrid(TileVector(o->tx + tx, o->ty), OT_BLACK);
}

View file

@ -101,8 +101,9 @@ public:
class ObsRow
{
public:
ObsRow(int tx, int ty, int len);
int tx, ty, len;
inline ObsRow(unsigned tx, unsigned ty, unsigned len)
: tx(tx), ty(ty), len(len) {}
const unsigned tx, ty, len;
};
enum FlagCheckType
@ -254,7 +255,7 @@ public:
int saveWaterLevel;
void warpCameraTo(RenderObject *r);
void addObsRow(int tx, int ty, int len);
void addObsRow(unsigned tx, unsigned ty, unsigned len);
void clearObsRows();
Entity *getEntityAtCursor();
Vector cameraMin, cameraMax;

View file

@ -1483,18 +1483,6 @@ void SceneEditor::down()
}
}
class Row
{
public:
Row()
{
x1=x2=y=0;
rows=1;
}
int x1, x2, y;
int rows;
};
void SceneEditor::regenLevel()
{
generateLevel();
@ -1551,15 +1539,27 @@ void SceneEditor::skinLevel(int minX, int minY, int maxX, int maxY)
)
)
{
float dist=0;
wallNormal = dsq->game->getWallNormal(t.worldVector(), 5, &dist, OT_MASK_BLACK);
offset = wallNormal*(-TILE_SIZE*0.6f);
MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), wallNormal, rot);
rot = 180-(360-rot);
addTile = true;
}
if(addTile)
{
const unsigned char u = tileProps.at(x, y-1, TPR_DEFAULT);
const unsigned char d = tileProps.at(x, y+1, TPR_DEFAULT);
const unsigned char l = tileProps.at(x-1, y, TPR_DEFAULT);
const unsigned char r = tileProps.at(x+1, y, TPR_DEFAULT);
if(u == TPR_DONT_SKIN
|| d == TPR_DONT_SKIN
|| l == TPR_DONT_SKIN
|| r == TPR_DONT_SKIN)
{
addTile = false;
}
}
if (addTile)
@ -1637,160 +1637,73 @@ void SceneEditor::skinLevel(int minX, int minY, int maxX, int maxY)
}
}
void SceneEditor::generateLevel()
SceneEditor::TileProperty SceneEditor::GetColorProperty(unsigned char r, unsigned char g, unsigned char b)
{
if(r >= 200 && g > 127 && g < 200 && b >= 200)
return TPR_DONT_SKIN;
return TPR_DEFAULT;
}
void SceneEditor::generateLevel()
{
tileProps.clear();
std::string file=getMapTemplateFilename();
size_t maxX=0, maxY=0;
const int YELLOW=0, RED=1, GREEN=2, BLUE=3, PURPLE=4, ORANGE=5, BROWN=6, MAX=7;
int firstColorX[MAX], firstColorY[MAX];
int lastColorX[MAX], lastColorY[MAX];
Vector colorVects[MAX];
colorVects[YELLOW] = Vector(1,1,0);
colorVects[RED] = Vector(1,0,0);
colorVects[GREEN] = Vector(0,1,0);
colorVects[BLUE] = Vector(0,0,1);
colorVects[PURPLE] = Vector(1,0,1);
colorVects[ORANGE] = Vector(1,0.5,0);
colorVects[BROWN] = Vector(0.5,0.25,0);
for (int i = 0; i < MAX; i++)
{
firstColorX[i] = firstColorY[i] = -1;
lastColorX[i] = lastColorY[i] = -1;
}
const ImageData img = imageLoadGeneric(file.c_str(), true);
if (img.pixels)
{
dsq->game->clearObsRows();
assert(img.channels == 4);
std::vector<Row> rows;
std::vector<Vector> positions;
const int maxRowCount = 9999;
int rowCount = 0;
int scale = TILE_SIZE;
tileProps.init(img.w, img.h);
int c = 0;
for (size_t y = 0; y < img.h; y++)
{
Vector lastElement;
lastElement = Vector(0,0,0);
bool hasLastElement = false;
Vector *firstRowElement = 0;
Row row;
rowCount = 0;
positions.clear();
for (size_t x = 0; x < img.w; x++)
bool isobs = false; // start assuming that there is no obstruction
size_t xobs = 0;
for(size_t x = 0; x < img.w; ++x)
{
Vector *e = 0;
if
(
(
img.pixels[c] < 48 &&
img.pixels[c+1] < 48 &&
img.pixels[c+2] < 48
)
||
(
img.pixels[c] == 128
&&
img.pixels[c+1] == 255
&&
img.pixels[c+2] == 128
)
)
{
if (x > maxX)
maxX = x;
if (y > maxY)
maxY = y;
positions.push_back(Vector(x*scale+(scale/2.0f),y*scale+(scale/2.0f)));
e = &positions[positions.size()-1];
}
if (img.pixels[c] < 32 &&
img.pixels[c+1] > 200 &&
img.pixels[c+2] > 200)
{
dsq->game->saveWaterLevel = dsq->game->waterLevel.x = y*TILE_SIZE;
}
for (int i = 0; i < MAX; i++)
{
tileProps(x, y) = GetColorProperty(img.pixels[c], img.pixels[c+1], img.pixels[c+2]);
// anything that is close to black is obstruction
bool obs = img.pixels[c] < 48 &&
img.pixels[c+1] < 48 &&
img.pixels[c+2] < 48;
bool p1, p2, p3;
p1=p2=p3=false;
int diff;
diff = fabsf((colorVects[i].x*255) - img.pixels[c]);
p1 = (diff < 5);
diff = fabsf((colorVects[i].y*255) - img.pixels[c+1]);
p2 = (diff < 5);
diff = fabsf((colorVects[i].z*255) - img.pixels[c+2]);
p3 = (diff < 5);
if (p1 && p2 && p3)
if(obs != isobs)
{
isobs = obs;
if(obs)
{
lastColorX[i] = x;
lastColorY[i] = y;
if (firstColorX[i] == -1)
{
firstColorX[i] = x;
firstColorY[i] = y;
}
xobs = x; // just changed from not-obs to obs, record start
if (x > maxX)
maxX = x;
if (y > maxY)
maxY = y;
}
else if(x != xobs) // safeguard against left side starting with obs
{
assert(x > xobs);
dsq->game->addObsRow(xobs, y, x - xobs); // just changed from obs to not-obs, emit row
}
}
c += img.channels;
if ((e==0 && firstRowElement) || (firstRowElement && rowCount >= maxRowCount && hasLastElement)
|| (firstRowElement && x == img.w-1))
{
if (hasLastElement)
row.x2 = lastElement.x;
hasLastElement = false;
firstRowElement = 0;
bool add = true;
if (add)
rows.push_back(row);
}
if (!firstRowElement && e)
{
row.x1 = e->x;
row.y = e->y;
firstRowElement = e;
rowCount = 1;
}
if (e)
{
lastElement = *e;
hasLastElement = true;
}
else
hasLastElement = false;
rowCount ++ ;
}
}
dsq->game->clearObsRows();
size_t i = 0;
for (i = 0; i < rows.size(); i++)
{
int w = rows[i].x2 - rows[i].x1;
int useY = rows[i].y;
if (rows[i].rows > 1)
if(isobs) // right side ends with obs, add final row
{
useY += (rows[i].rows-1)*TILE_SIZE/2;
dsq->game->addObsRow(xobs, y, img.w - xobs);
if (img.w > maxX)
maxX = img.w;
if (y > maxY)
maxY = y;
}
dsq->game->addObsRow(rows[i].x1/TILE_SIZE, rows[i].y/TILE_SIZE, w/TILE_SIZE);
}
dsq->game->reconstructGrid(true);
@ -2663,12 +2576,14 @@ bool SceneEditor::isOn()
void SceneEditor::updateText()
{
const Vector cursor = dsq->getGameCursorPosition();
TileVector tv(cursor);
std::ostringstream os;
os << dsq->game->sceneName << " bgL[" << bgLayer << "] (" <<
(int)dsq->cameraPos.x << "," << (int)dsq->cameraPos.y << ") ("
<< (int)dsq->getGameCursorPosition().x << "," << (int)dsq->getGameCursorPosition().y << ")" << " ";
<< (int)cursor.x << "," << (int)cursor.y << ") T("
<< tv.x << "," << tv.y << ") ";
switch(editType)
{
case ET_ELEMENTS:

View file

@ -6,6 +6,7 @@
#include "DebugFont.h"
#include "ActionMapper.h"
#include "Quad.h"
#include "DataStructures.h"
class Element;
class Entity;
@ -178,6 +179,14 @@ protected:
void changeShape();
int skinMinX, skinMinY, skinMaxX, skinMaxY;
enum TileProperty
{
TPR_DEFAULT,
TPR_DONT_SKIN
};
Array2d<unsigned char> tileProps; // only filled on generateLevel()
static TileProperty GetColorProperty(unsigned char r, unsigned char g, unsigned char b);
void setGridPattern(int gi);
void setGridPattern0();
void setGridPattern1();

View file

@ -21,6 +21,8 @@ set(BBGE_SRCS
Core.h
DarkLayer.cpp
DarkLayer.h
DataStructures.cpp
DataStructures.h
DebugFont.cpp
DebugFont.h
Emitter.cpp

0
BBGE/DataStructures.cpp Normal file
View file

77
BBGE/DataStructures.h Normal file
View file

@ -0,0 +1,77 @@
#ifndef BBGE_DATASTRUCTURES_H
#define BBGE_DATASTRUCTURES_H
#include <stddef.h>
#include <vector>
#include <algorithm>
#include <assert.h>
template<typename T>
class Array2d
{
protected:
size_t _w, _h;
std::vector<T> _v;
public:
Array2d() : _w(0), _h(0) {}
Array2d(size_t w, size_t h) : _w(w), _h(h), _v(w*h) {}
size_t width() const {return _w;}
size_t height() const {return _h;}
void init(size_t w, size_t h)
{
_w = w;
_h = h;
_v.resize(w*h);
}
void clear()
{
_w = _h = 0;
_v.clear();
}
void fill(const T& v)
{
std::fill(_v.begin(), _v.end(), v);
}
void copy2d(size_t dstx, size_t dsty, const Array2d<T>& src, size_t srcx, size_t srcy, size_t w, size_t h)
{
assert(dstx + w <= width());
assert(dsty + h <= height());
assert(srcx + w <= src.width());
assert(srcy + h <= src.height());
for(size_t y = 0; y < h; ++y)
{
T *dstrow = row(dsty + y);
const T *srcrow = src.row(srcy + y);
std::copy(srcrow + srcx, srcrow + srcx + w, dstrow + dstx);
}
}
const T& at(size_t x, size_t y, const T& def) const
{
return x < _w && y < _h ? _v[y * _w + x] : def;
}
inline T& operator()(size_t x, size_t y)
{
return _v[y * _w + x];
}
inline const T& operator()(size_t x, size_t y) const
{
return _v[y * _w + x];
}
const T *data() const { return _v.empty() ? NULL : &_v[0]; }
T *data() { return _v.empty() ? NULL : &_v[0]; }
const T *row(size_t y) const { return &_v[y * _w]; }
T *row(size_t y) { return &_v[y * _w]; }
};
#endif