Add stage map tile rendering path
This commit is contained in:
@@ -12,6 +12,9 @@ collision 1760 500 300 28
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collision 2180 455 260 28
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collision 2650 515 360 28
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tileset graybox_ground assets/stage/stage_01/tiles/graybox_ground.png 10 10 0.62 0.68 0.73 1.0
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tileset graybox_platform assets/stage/stage_01/tiles/graybox_platform.png 10 14 0.62 0.68 0.73 1.0
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layer background_far BackgroundFar 0.25
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rect 0 0 3200 720 0.08 0.10 0.14 1.0
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rect 360 120 420 220 0.13 0.16 0.21 1.0
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@@ -27,14 +30,14 @@ rect 2860 280 260 320 0.18 0.22 0.27 1.0
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endlayer
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layer level_visual LevelVisual 1.0
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rect 0 600 3200 80 0.62 0.68 0.73 1.0
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rect 230 500 220 28 0.62 0.68 0.73 1.0
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rect 560 430 260 28 0.62 0.68 0.73 1.0
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rect 930 510 260 28 0.62 0.68 0.73 1.0
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rect 1250 420 230 28 0.62 0.68 0.73 1.0
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rect 1760 500 300 28 0.62 0.68 0.73 1.0
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rect 2180 455 260 28 0.62 0.68 0.73 1.0
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rect 2650 515 360 28 0.62 0.68 0.73 1.0
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tile_rect graybox_ground 0 600 320 8 0 0.62 0.68 0.73
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tile_rect graybox_platform 230 500 22 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 560 430 26 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 930 510 26 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 1250 420 23 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 1760 500 30 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 2180 455 26 2 0 0.62 0.68 0.73
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tile_rect graybox_platform 2650 515 36 2 0 0.62 0.68 0.73
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endlayer
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layer props_back PropsBack 1.0
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@@ -9,6 +9,8 @@ This directory is reserved for the first playable side-scrolling ACT stage.
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| Far background | `background/background_far.png` | Large or horizontally tileable image. | TBD |
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| Mid background | `background/background_mid.png` | Parallax midground image or prop sheet. | TBD |
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| Tileset | `tiles/stage_01_tileset.png` | Ground, platform, wall, edge tiles. | TBD |
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| Graybox ground tiles | `tiles/graybox_ground.png` | Optional temporary tileset referenced by `stage_01.map`; fallback color is used if missing. | TBD |
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| Graybox platform tiles | `tiles/graybox_platform.png` | Optional temporary platform tileset referenced by `stage_01.map`; fallback color is used if missing. | TBD |
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| Props sheet | `props/stage_01_props.png` | Crates, signs, lamps, blockers, exits. | TBD |
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| Hit spark | `effects/hit_spark.png` | Small combat impact effect. | TBD |
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| Dust | `effects/dust.png` | Run, jump, and landing dust. | TBD |
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@@ -37,6 +37,7 @@ stage_01.map
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- 玩家出生点。
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- 摄像机边界。
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- 平台碰撞世界。
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- tileset 定义和 tile entry。
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- 场景视觉层。
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- battle zone。
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- enemy spawn point。
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@@ -49,18 +50,32 @@ world <width> <height>
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camera <x> <y> <width> <height>
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player_spawn <x> <y>
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collision <x> <y> <width> <height>
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tileset <id> <texture> <tile_w> <tile_h> <r> <g> <b> <a>
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layer <id> <BackgroundFar|BackgroundMid|LevelVisual|PropsBack|PropsFront> <parallax>
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rect <x> <y> <width> <height> <r> <g> <b> <a>
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rect_sprite <x> <y> <width> <height> <r> <g> <b> <a> <texture>
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rect_sprite_src <x> <y> <width> <height> <r> <g> <b> <a> <texture> <sx> <sy> <sw> <sh>
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tile_rect <tileset> <x> <y> <columns> <rows> <tile_index> <r> <g> <b>
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endlayer
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battle_zone <id> <trigger_x> <trigger_y> <trigger_w> <trigger_h> <camera_x> <camera_y> <camera_w> <camera_h>
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spawn <id> <x> <y>
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endbattle_zone
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```
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## Tile 约定
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`tileset` 定义 tile 图片来源、单格尺寸和 fallback 色。图片不存在时,`StageRenderer` 会按 tile fallback 色绘制,不阻断场景启动。
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`tile_rect` 只能写在 `layer` 内,用于批量铺同一种 tile:
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- `columns` / `rows` 是重复格数。
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- `tile_index` 当前表示 tileset 第一行的横向 tile 序号。
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- `r g b` 是该批 tile 的灰盒 fallback 色,alpha 固定为 `1.0`。
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当前 `stage_01.map` 已把 `level_visual` 地面和平台从长色块替换为 `tile_rect`,碰撞仍由 `collision` 独立定义。
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## 下一步
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- 给 `.map` 增加 tileset/tile entry。
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- 增加重复 block、空 layer、battle zone 无 spawn、tile 引用不存在等错误日志。
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- 把 `tile_rect` 扩展成可表达 tile row/column 或 tile id。
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- 增加空 layer、battle zone 无 spawn、tile texture 不存在等更严格错误日志。
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- 保留 `whitebox_level.cpp` 作为 fallback,不再把主地图写死在 C++。
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@@ -31,6 +31,8 @@ UI
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- 支持色块占位。
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- 支持普通 PNG texture path。
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- 支持 source rect。
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- 支持 `.map` tile entry 绘制。
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- 支持 tileset 图片缺失时按 tile fallback 色绘制。
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- 资源缺失时回退色块,不阻断场景运行。
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## 约束
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@@ -41,6 +43,6 @@ UI
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## 下一步
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- 增加 tile entry 绘制路径。
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- 把 `level_visual` 长色块逐步替换为 tile。
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- 给 tile entry 增加 tile id 或二维 source index。
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- 把正式 tileset 素材接入 `stage_01.map`。
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- 如果引擎提供统一 Texture cache,再迁移当前局部贴图缓存。
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@@ -286,11 +286,21 @@ game/assets/stage/stage_01/
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继续沿着“优先使用引擎能力”的方向,把地图从色块灰盒推进到可放素材的完整骨架。当前不进入敌人和战斗玩法,下一轮只处理地图视觉表达:
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1. 给 `.map` 增加 tileset/tile entry 约定,先不做编辑器,只保证工具或手写数据能表达重复地砖。
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2. 在 `StageRenderer` 中增加 tile 绘制路径,复用当前 `Texture` 加载和 source rect 支持。
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3. 把 `level_visual` 的长色块逐步替换成 tile entries,碰撞仍独立保留在 `collision`。
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4. 给 map loader 增加更严格的错误日志,例如重复 block、空 layer、battle zone 无 spawn、tile 引用不存在的提示。
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5. 补一个轻量 map 验收流程:启动时日志确认加载 `.map`,Windows/Switch 产物确认存在 `assets/map/stage_01.map` 和全局素材槽位。
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1. 已完成:给 `.map` 增加 `tileset` / `tile_rect` 约定,先不做编辑器,保证手写数据能表达重复地砖。
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2. 已完成:在 `StageRenderer` 中增加 tile 绘制路径,复用当前 `Texture` 加载和 source rect 支持。
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3. 已完成:把 `level_visual` 的长色块替换成 tile entries,碰撞仍独立保留在 `collision`。
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4. 已完成:给 map loader 增加重复 tileset、未知 tileset、非法 tile rect 等错误日志。
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5. 已完成:补轻量 map 验收流程:启动时日志确认加载 `.map`,Windows/Switch 产物确认存在 `assets/map/stage_01.map` 和全局素材槽位。
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### 下一轮建议任务
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继续围绕地图视觉骨架,不进入战斗玩法:
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1. 给 `tile_rect` 增加二维 source index 或 tile id,避免只支持 tileset 第一行。
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2. 按正式素材规格整理 `stage_01_tileset.png` 的格子约定。
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3. 用一个临时 tileset PNG 替换当前 fallback 色块,验证 source rect 对齐。
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4. 增加 tile texture 缺失的日志去重,避免大量 tile 重复报同一个资源。
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5. 手动跑图确认所有平台视觉和碰撞误差不超过 4 像素。
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### Debug 快捷键
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@@ -14,6 +14,7 @@
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- Battle zones:`zone_01_intro`、`zone_02_platform`、`zone_03_exit`
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- 资源槽位:`game/assets/stage/stage_01/`
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- 地图资源:`game/assets/map/stage_01.map`
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- Tile 数据:`stage_01.map` 中的 `tileset` / `tile_rect`
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- 全局资源槽位:`game/assets/ASSETS.md`
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- UI overlay:`GameUiOverlay`,有字体时使用 `TextSprite`,无字体时使用 fallback 色条。
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- 音频 cue:`stage_01`、`player_jump`、`player_attack`、`battle_zone_enter`。
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@@ -91,6 +92,7 @@ Test-Path build\switch\aarch64\release\switch_game\romfs\assets\fonts
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- Switch `Frostbite2DGameSwitch` 构建:通过。
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- Switch RomFS:已包含 character、shader、`stage_01` 资源槽位和 `assets/map/stage_01.map`。
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- 地图加载:`stage_01.map` 已作为第一关主数据源;C++ 白盒数据仅作为 fallback。
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- 地图 tile 化:`level_visual` 已由 `tileset` / `tile_rect` 表达;tileset 图片缺失时使用 fallback 色绘制。
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- 引擎能力接入:`Animation`/NPK/PNG 角色资源优先级、`UIScene`/`TextSprite` UI、`Sound`/`Music` cue、`SaveSystem` debug 存档已接入。
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- 手动跑图:未在本轮执行,等待后续素材/战斗区域进一步接入时复测。
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@@ -32,6 +32,21 @@ struct StageRect {
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StageLayerSource source;
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};
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struct TileSetDefinition {
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std::string id;
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std::string texturePath;
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float tileWidth = 0.0f;
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float tileHeight = 0.0f;
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frostbite2D::Color fallbackColor;
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};
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struct StageTile {
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std::string tileSetId;
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frostbite2D::Rect bounds;
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frostbite2D::Rect sourceRect;
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frostbite2D::Color fallbackColor;
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};
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struct SpawnPoint {
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std::string id;
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frostbite2D::Vec2 position;
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@@ -60,6 +75,7 @@ struct StageLayer {
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StageLayerRole role = StageLayerRole::LevelVisual;
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float parallax = 1.0f;
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std::vector<StageRect> rects;
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std::vector<StageTile> tiles;
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};
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struct LevelDefinition {
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@@ -68,6 +84,7 @@ struct LevelDefinition {
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frostbite2D::Vec2 playerSpawn;
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frostbite2D::Rect cameraBounds;
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PlatformWorld collision;
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std::vector<TileSetDefinition> tileSets;
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std::vector<StageLayer> layers;
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std::vector<BattleZoneDefinition> battleZones;
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};
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@@ -5,6 +5,7 @@
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#include <SDL2/SDL.h>
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#include <charconv>
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#include <cmath>
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#include <sstream>
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namespace ns_game {
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@@ -66,6 +67,16 @@ parseColor(const std::vector<std::string>& tokens, size_t start) {
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return frostbite2D::Color(*r, *g, *b, *a);
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}
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std::optional<TileSetDefinition*>
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findTileSet(ParseContext& context, const std::string& id) {
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for (TileSetDefinition& tileSet : context.level.tileSets) {
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if (tileSet.id == id) {
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return &tileSet;
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}
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}
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return std::nullopt;
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}
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std::optional<StageLayerRole> parseLayerRole(const std::string& value) {
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if (value == "BackgroundFar") {
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return StageLayerRole::BackgroundFar;
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@@ -188,6 +199,28 @@ bool parseLine(ParseContext& context, const std::string& path,
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return true;
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}
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if (command == "tileset") {
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if (!ensureNoOpenBlock(context, path, lineNumber) || tokens.size() != 9) {
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return warnLine(path, lineNumber,
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"expected: tileset <id> <texture> <tile_w> <tile_h> <r> <g> <b> <a>");
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}
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if (findTileSet(context, tokens[1])) {
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return warnLine(path, lineNumber, "duplicate tileset id: " + tokens[1]);
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}
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const auto tileWidth = parseFloat(tokens[3]);
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const auto tileHeight = parseFloat(tokens[4]);
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const auto fallbackColor = parseColor(tokens, 5);
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if (!tileWidth || !tileHeight || *tileWidth <= 0.0f ||
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*tileHeight <= 0.0f || !fallbackColor) {
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return warnLine(path, lineNumber, "invalid tileset definition");
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}
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context.level.tileSets.push_back(
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{tokens[1], tokens[2], *tileWidth, *tileHeight, *fallbackColor});
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return true;
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}
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if (command == "layer") {
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if (!ensureNoOpenBlock(context, path, lineNumber) || tokens.size() != 4) {
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return warnLine(path, lineNumber,
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@@ -226,6 +259,59 @@ bool parseLine(ParseContext& context, const std::string& path,
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return true;
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}
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if (command == "tile_rect") {
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if (!context.currentLayer || tokens.size() != 10) {
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return warnLine(path, lineNumber,
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"expected in layer: tile_rect <tileset> <x> <y> <columns> <rows> <tile_index> <r> <g> <b>");
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}
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const auto tileSet = findTileSet(context, tokens[1]);
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if (!tileSet) {
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return warnLine(path, lineNumber, "unknown tileset id: " + tokens[1]);
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}
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const auto x = parseFloat(tokens[2]);
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const auto y = parseFloat(tokens[3]);
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const auto columnsFloat = parseFloat(tokens[4]);
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const auto rowsFloat = parseFloat(tokens[5]);
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const auto tileIndexFloat = parseFloat(tokens[6]);
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const auto r = parseFloat(tokens[7]);
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const auto g = parseFloat(tokens[8]);
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const auto b = parseFloat(tokens[9]);
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if (!x || !y || !columnsFloat || !rowsFloat || !tileIndexFloat || !r ||
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!g || !b) {
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return warnLine(path, lineNumber, "invalid tile_rect values");
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}
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const int columns = static_cast<int>(*columnsFloat);
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const int rows = static_cast<int>(*rowsFloat);
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const int tileIndex = static_cast<int>(*tileIndexFloat);
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if (columns <= 0 || rows <= 0 || tileIndex < 0 ||
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std::floor(*columnsFloat) != *columnsFloat ||
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std::floor(*rowsFloat) != *rowsFloat ||
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std::floor(*tileIndexFloat) != *tileIndexFloat) {
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return warnLine(path, lineNumber,
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"tile_rect columns, rows and tile_index must be non-negative integers");
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}
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const TileSetDefinition& definition = **tileSet;
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const frostbite2D::Color fallbackColor(*r, *g, *b, 1.0f);
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for (int row = 0; row < rows; ++row) {
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for (int column = 0; column < columns; ++column) {
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const frostbite2D::Rect bounds(
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*x + static_cast<float>(column) * definition.tileWidth,
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*y + static_cast<float>(row) * definition.tileHeight,
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definition.tileWidth, definition.tileHeight);
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const frostbite2D::Rect sourceRect(
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static_cast<float>(tileIndex) * definition.tileWidth, 0.0f,
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definition.tileWidth, definition.tileHeight);
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context.currentLayer->tiles.push_back(
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{definition.id, bounds, sourceRect, fallbackColor});
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}
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}
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return true;
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}
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if (command == "rect_sprite" || command == "rect_sprite_src") {
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if (!context.currentLayer) {
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return warnLine(path, lineNumber,
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@@ -386,9 +472,14 @@ std::optional<LevelDefinition> LoadStageMap(const std::string& path) {
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return std::nullopt;
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}
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SDL_Log("StageMapLoader: loaded %s from %s (%zu platforms, %zu layers, %zu zones)",
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size_t tileCount = 0;
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for (const StageLayer& layer : level->layers) {
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tileCount += layer.tiles.size();
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}
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SDL_Log("StageMapLoader: loaded %s from %s (%zu platforms, %zu layers, %zu tiles, %zu zones)",
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resource->path.c_str(), sourceName(resource->source),
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level->collision.platforms.size(), level->layers.size(),
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level->collision.platforms.size(), level->layers.size(), tileCount,
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level->battleZones.size());
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return level;
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}
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@@ -38,6 +38,16 @@ float worldWidthOf(const LevelDefinition& level) {
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return level.collision.levelRight - level.collision.levelLeft;
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}
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const TileSetDefinition* findTileSet(const LevelDefinition& level,
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const std::string& id) {
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for (const TileSetDefinition& tileSet : level.tileSets) {
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if (tileSet.id == id) {
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return &tileSet;
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}
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}
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return nullptr;
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}
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} // namespace
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void StageRenderer::Render(const LevelDefinition& level,
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@@ -102,6 +112,13 @@ void StageRenderer::drawLayer(const LevelDefinition& level,
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frostbite2D::Color(0.91f, 0.95f, 0.98f, 1.0f));
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}
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}
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for (const StageTile& tile : layer.tiles) {
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frostbite2D::Rect bounds(tile.bounds.left() + parallaxOffset.x,
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tile.bounds.top() + parallaxOffset.y,
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tile.bounds.width(), tile.bounds.height());
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drawStageTile(level, tile, bounds);
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}
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}
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void StageRenderer::drawStageRect(const StageRect& rect,
|
||||
@@ -130,6 +147,26 @@ void StageRenderer::drawStageRect(const StageRect& rect,
|
||||
texture, rect.source.tint);
|
||||
}
|
||||
|
||||
void StageRenderer::drawStageTile(const LevelDefinition& level,
|
||||
const StageTile& tile,
|
||||
const frostbite2D::Rect& bounds) const {
|
||||
const TileSetDefinition* tileSet = findTileSet(level, tile.tileSetId);
|
||||
if (!tileSet || tileSet->texturePath.empty()) {
|
||||
drawRect(bounds, tile.fallbackColor);
|
||||
return;
|
||||
}
|
||||
|
||||
frostbite2D::Ptr<frostbite2D::Texture> texture =
|
||||
getTexture(tileSet->texturePath);
|
||||
if (!texture) {
|
||||
drawRect(bounds, tile.fallbackColor);
|
||||
return;
|
||||
}
|
||||
|
||||
drawTexture(bounds, tile.sourceRect, texture,
|
||||
frostbite2D::Color(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
frostbite2D::Ptr<frostbite2D::Texture>
|
||||
StageRenderer::getTexture(const std::string& texturePath) const {
|
||||
const auto existing = textureCache_.find(texturePath);
|
||||
|
||||
@@ -20,6 +20,8 @@ private:
|
||||
void drawLayer(const LevelDefinition& level, const StageLayer& layer) const;
|
||||
void drawStageRect(const StageRect& rect,
|
||||
const frostbite2D::Rect& bounds) const;
|
||||
void drawStageTile(const LevelDefinition& level, const StageTile& tile,
|
||||
const frostbite2D::Rect& bounds) const;
|
||||
frostbite2D::Ptr<frostbite2D::Texture>
|
||||
getTexture(const std::string& texturePath) const;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user