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#include "map.h"
#include "game.h"
#include "world.h"
void repositionMap(Map* map)
{
map->rect.x = GetRenderWidth() - map->rect.width;
}
void zoomMap(Map* map, float zoom)
{
map->zoom = zoom;
map->heightmapRect.width = WORLD_IMAGE_WIDTH / zoom;
map->heightmapRect.height = WORLD_IMAGE_HEIGHT / zoom;
}
void initMap(Map* map, const Settings* settings)
{
*map = (Map){
.rect = (Rectangle){0.0, 0.0, settings->mapPreviewWidth,
settings->mapPreviewHeight},
.isEnabled = settings->isMapPreviewEnabledDefault,
.isFullSize = false,
.zoom = settings->mapPreviewZoomDefault,
.playerPosition = Vector2Zero(),
.playerRotation = 0.0
};
zoomMap(map, 10.0);
repositionMap(map);
}
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
};
map->heightmapRect.x = map->playerPosition.x -
(map->heightmapRect.width / 2.0);
map->heightmapRect.y = map->playerPosition.y -
(map->heightmapRect.height / 2.0);
// Draw map.
DrawTexturePro(world->heightmapTexture,
map->heightmapRect,
map->rect,
(Vector2){0.0, 0.0},
0.0,
settings->mapColor);
// Draw player.
DrawCircleV(Vector2Add((Vector2){map->rect.x, map->rect.y},
(Vector2){map->rect.width / 2.0,
map->rect.height / 2.0}),
3.0,
BLUE);
// Outline.
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);
}
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