diff --git a/src/main.c b/src/main.c
index 41c239b..ce94712 100644
--- a/src/main.c
+++ b/src/main.c
@@ -240,10 +240,19 @@ int game_load_level(char *level) {
game_state = STATE_FADE_OUT;
fade = 255;
- int x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
- int y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
- if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
- if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ int x, y;
+ if (tilemap->width < WINDOW_WIDTH / 8) {
+ x = -((WINDOW_WIDTH - tilemap->width * 8) / 2);
+ } else {
+ x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
+ if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
+ }
+ if (tilemap->height <= WINDOW_HEIGHT / 8) {
+ y = -((WINDOW_HEIGHT - tilemap->height * 8) / 2);
+ } else {
+ y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
+ if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ }
game_render(framebuffer, x, y);
SDL_SetRenderTarget(renderer, NULL);
@@ -654,10 +663,18 @@ void main_loop(void) {
}
}
- x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
- y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
- if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
- if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ if (tilemap->width < WINDOW_WIDTH / 8) {
+ x = -((WINDOW_WIDTH - tilemap->width * 8) / 2);
+ } else {
+ x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
+ if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
+ }
+ if (tilemap->height <= WINDOW_HEIGHT / 8) {
+ y = -((WINDOW_HEIGHT - tilemap->height * 8) / 2);
+ } else {
+ y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
+ if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ }
game_render(framebuffer, x, y);
game_render_flush(framebuffer);
@@ -675,10 +692,18 @@ void main_loop(void) {
if (fade == 255) {
if (game_load_level(game_next_level)) {
game_state = STATE_FADE_OUT;
- x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
- y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
- if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
- if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ if (tilemap->width < WINDOW_WIDTH / 8) {
+ x = -((WINDOW_WIDTH - tilemap->width * 8) / 2);
+ } else {
+ x = (entities.player[0].x / 16) - (WINDOW_WIDTH / 2);
+ if (x < 0) {x = 0;} else if (x + WINDOW_WIDTH > tilemap->width * 8) {x = tilemap->width * 8 - WINDOW_WIDTH;}
+ }
+ if (tilemap->height <= WINDOW_HEIGHT / 8) {
+ y = -((WINDOW_HEIGHT - tilemap->height * 8) / 2);
+ } else {
+ y = (entities.player[0].y / 16) - (WINDOW_HEIGHT / 2);
+ if (y < 0) {y = 0;} else if (y + WINDOW_HEIGHT > tilemap->height * 8) {y = tilemap->height * 8 - WINDOW_HEIGHT;}
+ }
game_render(framebuffer, x, y);
SDL_SetRenderTarget(renderer, NULL);
diff --git a/src/res/test.tmx b/src/res/test.tmx
index 5ac87be..a449d81 100644
--- a/src/res/test.tmx
+++ b/src/res/test.tmx
@@ -43,8 +43,8 @@
<object id="5" name="tiny" type="warp" x="0" y="96" width="8" height="40">
<properties>
<property name="map" type="file" value="tiny.tmx"/>
- <property name="tox" type="int" value="96"/>
- <property name="toy" type="int" value="64"/>
+ <property name="tox" type="int" value="48"/>
+ <property name="toy" type="int" value="48"/>
</properties>
</object>
<object id="6" name="walky" type="walker" x="112" y="112">
diff --git a/src/res/tiny.tmx b/src/res/tiny.tmx
index 6d593af..ece2481 100644
--- a/src/res/tiny.tmx
+++ b/src/res/tiny.tmx
@@ -1,16 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
-<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="21" height="13" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="3">
+<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="11" height="9" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="3">
<tileset firstgid="1" source="autotiles.tsx"/>
<tileset firstgid="33" source="tileset.tsx"/>
<objectgroup id="4" name="Object Layer 1">
- <object id="1" name="test" type="warp" x="104" y="32" width="8" height="32">
+ <object id="1" name="test" type="warp" x="64" y="16" width="8" height="32">
<properties>
<property name="map" type="file" value="test.tmx"/>
<property name="tox" type="int" value="16"/>
<property name="toy" type="int" value="128"/>
</properties>
</object>
- <object id="2" name="lavender disk" type="save" x="88" y="64">
+ <object id="2" name="lavender disk" type="save" x="48" y="48">
<properties>
<property name="color" type="color" value="#ff9d56d0"/>
</properties>
@@ -21,38 +21,30 @@
<properties>
<property name="middleground" type="bool" value="true"/>
</properties>
- <layer id="1" name="Tile Layer 1" width="21" height="13" offsetx="-4" offsety="-4">
+ <layer id="1" name="Tile Layer 1" width="11" height="9" offsetx="-4" offsety="-4">
<data encoding="csv">
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,9,13,13,13,13,13,5,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,3,4,4,4,4,4,2,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,9,13,13,13,13,13,5,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,3,4,4,4,4,4,2,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,9,13,13,13,13,13,5,0,0,
+0,0,3,4,4,4,4,4,2,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,9,13,13,13,13,13,5,0,0,
+0,0,3,4,4,4,4,4,2,0,0,
+0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
- <layer id="2" name="Tile Layer 2" width="21" height="13">
+ <layer id="2" name="Tile Layer 2" width="11" height="9">
<data encoding="csv">
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,38,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,56,53,54,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
-0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,38,0,0,0,
+0,0,56,53,54,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
</group>
diff --git a/src/tilemap.c b/src/tilemap.c
index 34e7c43..4819053 100644
--- a/src/tilemap.c
+++ b/src/tilemap.c
@@ -90,14 +90,36 @@ collision_T tilemap_area(struct tilemap *tilemap, int x1, int y1, int x2, int y2
void tilemap_background(struct tilemap *tilemap, int x, int y, int w, int h) {
SDL_SetRenderDrawColor(renderer, tilemap->backdrop.r, tilemap->backdrop.g, tilemap->backdrop.b, tilemap->backdrop.a);
SDL_RenderFillRect(renderer, &(SDL_Rect) {0, 0, w, h});
+ int bx = 0, by = 0, vw = w, vh = h;
+ if (x < 0) {
+ bx = -x;
+ vw = w + x * 2;
+ x = 0;
+ }
+ if (y < 0) {
+ by = -y;
+ vh = h + y * 2;
+ y = 0;
+ }
for (int i = 0; i < tilemap->middleground; i++) {
- SDL_RenderCopy(renderer, tilemap->tilemaps[i], &(SDL_Rect) {x * tilemap->parallax[i].x, y * tilemap->parallax[i].y, w, h}, &(SDL_Rect) {0, 0, w, h});
+ SDL_RenderCopy(renderer, tilemap->tilemaps[i], &(SDL_Rect) {x * tilemap->parallax[i].x, y * tilemap->parallax[i].y, vw, vh}, &(SDL_Rect) {bx, by, vw, vh});
}
}
void tilemap_foreground(struct tilemap *tilemap, int x, int y, int w, int h) {
+ int bx = 0, by = 0, vw = w, vh = h;
+ if (x < 0) {
+ bx = -x;
+ vw = w + x * 2;
+ x = 0;
+ }
+ if (y < 0) {
+ by = -y;
+ vh = h + y * 2;
+ y = 0;
+ }
for (int i = tilemap->middleground; i < tilemap->layers; i++) {
- SDL_RenderCopy(renderer, tilemap->tilemaps[i], &(SDL_Rect) {x * tilemap->parallax[i].x, y * tilemap->parallax[i].y, w, h}, &(SDL_Rect) {0, 0, w, h});
+ SDL_RenderCopy(renderer, tilemap->tilemaps[i], &(SDL_Rect) {x * tilemap->parallax[i].x, y * tilemap->parallax[i].y, vw, vh}, &(SDL_Rect) {bx, by, vw, vh});
}
}
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