Mario editor: switching between blocks

This commit is contained in:
zvon 2021-05-02 14:28:17 +02:00
parent 96857a99af
commit 8b8f3b7f06
2 changed files with 17 additions and 2 deletions

View File

@ -28,4 +28,6 @@ std::shared_ptr<SDLPP::RectangleRender> createTerrainBlock( uint64_t block_id, B
std::shared_ptr<SDLPP::RectangleRender> createTerrainBlock( uint64_t block_id, BlockType type, std::shared_ptr<SDLPP::Renderer> &renderer, int x, int y, std::shared_ptr<SDLPP::Texture> texture, bool collision = false );
std::shared_ptr<SDLPP::RectangleRender> createMario( BlockType type, std::shared_ptr<SDLPP::Renderer> &renderer, int x, int y );
SDL_Rect getSourceRectByID( uint64_t id, BlockType type );
#endif

View File

@ -29,9 +29,12 @@ std::mutex destruction_mutex;
int current_start_index = 0;
int current_max_index = 0;
uint64_t current_block = 0;
SDLPP::Vec2D<int> current_box = {0, 0};
std::shared_ptr<SDLPP::RenderObject> current_tool = nullptr;
std::shared_ptr<SDLPP::Texture> g_placeholder_texture = nullptr;
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
@ -54,11 +57,21 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
}
}
void updateTool() {
current_tool->setTexture(g_placeholder_texture, getSourceRectByID(possibleBlocks[current_block], OVERWORLD));
current_tool->setId(possibleBlocks[current_block]);
current_tool->getCollisions()[0]->setId(possibleBlocks[current_block]);
}
void handleKeyUp( SDL_Keycode key ) {
switch ( key ) {
case SDLK_a:
current_block = (current_block + possibleBlocks.size() - 1) % possibleBlocks.size();
updateTool();
break;
case SDLK_d:
current_block = (current_block + 1) % possibleBlocks.size();
updateTool();
break;
case SDLK_w:
case SDLK_s:
@ -243,9 +256,9 @@ int main() {
scene->addObject( mouse );
current_max_index = objects.size() - 18;
auto placeholder_texture = std::make_shared< SDLPP::Texture >(
g_placeholder_texture = std::make_shared< SDLPP::Texture >(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
current_tool = createTerrainBlock(FLOOR_ID, OVERWORLD, renderer, placeholder_texture, false);
current_tool = createTerrainBlock(possibleBlocks[current_block], OVERWORLD, renderer, g_placeholder_texture, false);
current_tool->addCollision(SDLPP::RectColider(0.1, 0.1, 0.8, 0.8));
current_tool->setTextureAlpha(100);
dynamic_cast<MarioBlock&>(*current_tool).setTool();