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#include "map.h"
#include "game.h"
#include "world.h"
#include "player.h"
void repositionMap(Map* map)
{
map->rect.x = GetRenderWidth() - map->rect.width;
}
void initMap(Map* map, const Settings* settings)
{
*map = (Map){
.rect = (Rectangle){0.0, 0.0, settings->mapPreviewWidth,
settings->mapPreviewHeight},
.render = LoadRenderTexture(settings->mapPreviewWidth,
settings->mapPreviewHeight),
.camera = (Camera2D){
.offset = (Vector2){settings->mapPreviewWidth / 2.0,
settings->mapPreviewHeight / 2.0},
.target = Vector2Zero(),
.rotation = 0.0,
.zoom = settings->mapPreviewZoomDefault
},
.playerPosition = Vector2Zero(),
.isEnabled = settings->isMapPreviewEnabledDefault,
.isFullSize = false
};
repositionMap(map);
}
void drawMapPlayer(Map* map, Player* player, Vector2 position,
float width, float height)
{
Vector2 playerPreview[3] = {
(Vector2){0.0, height},
(Vector2){width, -height},
(Vector2){-width, -height}
};
// Move player to position.
for (int index = 0; index < 3; ++index)
{
playerPreview[index] = Vector2Rotate(playerPreview[index],
player->cameraAngle.x);
playerPreview[index] = Vector2Add(playerPreview[index], position);
}
// Draw triangles.
DrawTriangle(playerPreview[0], playerPreview[1], playerPreview[2], BLACK);
DrawTriangleLines(playerPreview[0], playerPreview[1], playerPreview[2],
WHITE);
}
void updateMapPreview(Map* map, Game* game)
{
const Settings* settings = &game->settings;
const World* world = &game->world;
// Player position.
map->playerPosition = (Vector2){
WORLD_IMAGE_WIDTH / world->size.x * game->player.position.x,
WORLD_IMAGE_HEIGHT / world->size.z * game->player.position.z
};
// Zoom.
float mouseScroll = GetMouseWheelMove();
if (mouseScroll != 0.0)
{
map->camera.zoom = expf(logf(map->camera.zoom) +
((float)GetMouseWheelMove() * 0.1f));
map->camera.zoom = Clamp(map->camera.zoom, MAP_ZOOM_MIN, MAP_ZOOM_MAX);
}
// Camera follow player.
map->camera.target = map->playerPosition;
// Draw map scene.
BeginTextureMode(map->render);
BeginMode2D(map->camera);
ClearBackground(BLANK);
// Draw height map.
Color color = GREEN;
color.a = settings->mapAlpha;
DrawTexture(game->world.heightmapTexture, 0.0, 0.0, color);
EndMode2D();
EndTextureMode();
// Draw render texture.
DrawTexturePro(map->render.texture,
(Rectangle){0.0, 0.0, map->render.texture.width,
-map->render.texture.height},
map->rect,
(Vector2){0.0, 0.0},
0.0,
WHITE);
// Draw player.
Vector2 mapCenter = (Vector2){map->rect.x + (map->rect.width / 2.0),
map->rect.y + (map->rect.height / 2.0)};
drawMapPlayer(map, &game->player, mapCenter, 3.0, 6.0);
DrawRectangleLinesEx(map->rect, 3.0, BLUE);
}
void updateMap(Map* map, Game* game)
{
const Settings* settings = &game->settings;
// Handle window resize.
if (IsWindowResized())
{
repositionMap(map);
}
// Toggle preview.
if (IsKeyPressed(settings->toggleMapPreviewKey))
{
map->isEnabled = !map->isEnabled;
}
if (!map->isEnabled)
{
return;
}
updateMapPreview(map, game);
}
void closeMap(Map* map)
{
UnloadRenderTexture(map->render);
}
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