|
|
@@ -99,6 +99,9 @@ static bool aitilecollide(int num,int tile,int offsetx,int offsety);
|
|
|
static void bubbleaicollision(void);
|
|
|
static void playeraicollision(void);
|
|
|
static void playerbubblecollision(void);
|
|
|
+static void inigfx(void);
|
|
|
+
|
|
|
+static RenderTexture2D tilepurple;
|
|
|
|
|
|
int main(void)
|
|
|
{
|
|
|
@@ -116,6 +119,10 @@ int main(void)
|
|
|
p[PLAYER2].active=false;
|
|
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib example.");
|
|
|
+
|
|
|
+ // Create a Image in memory
|
|
|
+ tilepurple = LoadRenderTexture(32, 32);
|
|
|
+ inigfx();
|
|
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
|
|
|
|
@@ -188,6 +195,7 @@ int main(void)
|
|
|
|
|
|
// De-Initialization
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
+ UnloadRenderTexture(tilepurple);
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
|
|
@@ -199,13 +207,12 @@ int main(void)
|
|
|
void drawmap(int offsetx,int offsety){
|
|
|
for(int y=0;y<mapHeight;y++){
|
|
|
for(int x=0;x<mapWidth;x++){
|
|
|
- if(map[y][x]==1){
|
|
|
- DrawRectangle(x*tileWidth+offsetx,y*tileHeight+offsety,tileWidth,tileHeight,PURPLE);
|
|
|
- }
|
|
|
- if(map[y][x]==2){
|
|
|
- DrawRectangle(x*tileWidth+offsetx,y*tileHeight+offsety,tileWidth,tileHeight,PURPLE);
|
|
|
+ if(map[y][x]==1 || map[y][x]==2){
|
|
|
+ DrawTexturePro(tilepurple.texture, (Rectangle){0,0,tilepurple.texture.width,tilepurple.texture.height},
|
|
|
+ (Rectangle){x*tileWidth+offsetx,y*tileHeight+offsety,
|
|
|
+ tileWidth,tileHeight},
|
|
|
+ (Vector2){0,0},0,WHITE);
|
|
|
}
|
|
|
-
|
|
|
}}
|
|
|
}
|
|
|
|
|
|
@@ -846,4 +853,40 @@ void playerbubblecollision(){
|
|
|
|
|
|
|
|
|
|
|
|
-
|
|
|
+static void inigfx(){
|
|
|
+ int tile1[8][8] = {
|
|
|
+ {4,4,10,10,4,4,10,10},
|
|
|
+ {10,4,4,10,10,4,4,10},
|
|
|
+ {10,10,4,4,10,10,4,4},
|
|
|
+ {4,10,10,4,4,10,10,4},
|
|
|
+ {4,4,10,10,4,4,10,10},
|
|
|
+ {10,4,4,10,10,4,4,10},
|
|
|
+ {10,10,4,4,10,10,4,4},
|
|
|
+ {4,10,10,4,4,10,10,4}};
|
|
|
+ // Clear our texture(image) before entering the game loop
|
|
|
+ BeginTextureMode(tilepurple);
|
|
|
+ ClearBackground(BLANK); // Make the entire Sprite Transparent.
|
|
|
+ EndTextureMode();
|
|
|
+ // Draw something on it.
|
|
|
+ for (int y=0;y<8;y++)
|
|
|
+ {
|
|
|
+ for (int x=0;x<8; x++)
|
|
|
+ {
|
|
|
+ // Our sprite color 1
|
|
|
+ if (tile1[y][x]==4)
|
|
|
+ {
|
|
|
+ BeginTextureMode(tilepurple);
|
|
|
+ DrawRectangle(x*4,y*4,4,4,(Color){200,100,0,255});
|
|
|
+ EndTextureMode();
|
|
|
+ }
|
|
|
+ // Our sprite color 2
|
|
|
+ if (tile1[y][x]==10)
|
|
|
+ {
|
|
|
+ BeginTextureMode(tilepurple);
|
|
|
+ DrawRectangle(x*4,y*4,4,8,(Color){100,50,0,255});
|
|
|
+ EndTextureMode();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+}
|