Build first scene skeleton

This commit is contained in:
2026-06-09 13:56:30 +08:00
parent 3c5a4968ba
commit 51f1bdd166
11 changed files with 270 additions and 44 deletions
+12 -15
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@@ -168,12 +168,14 @@ mindmap
- `data/whitebox_level.cpp` - `data/whitebox_level.cpp`
- `movement/platform_world.*` - `movement/platform_world.*`
- `stage/stage_renderer.*` - `stage/stage_renderer.*`
- `StageLayer` 灰盒数据已接入:远景、中景、地面/平台、后景 props 先用色块占位。
- 第一关宽度已扩展到 3200 像素,并加入 3 个 battle zone 占位与敌人出生点。
下一步: 下一步:
- 增加 `StageLayer` 数据结构 - `StageLayer` 色块替换为 tileset、背景图和 props 素材
- 关卡宽度扩展到 2400 到 3200 像素 - 将 battle zone 占位升级为触发、锁镜头、清场解锁逻辑
- 引入远景/中景/地面三层绘制 - 将敌人出生点接入 `EnemyActor`
### 4. Actor ### 4. Actor
@@ -297,9 +299,7 @@ mindmap
- `debug/debug_overlay.*` 已经提供碰撞和玩家包围盒绘制。 - `debug/debug_overlay.*` 已经提供碰撞和玩家包围盒绘制。
- `F1` 切换 debug overlay。 - `F1` 切换 debug overlay。
- 绘制平台碰撞。 - 绘制平台碰撞、battle zone、camera lock 和 spawn point
- 绘制 battle zone。
- 绘制 spawn point。
- 绘制 hitbox / hurtbox。 - 绘制 hitbox / hurtbox。
- 输出当前场景、角色状态、FPS。 - 输出当前场景、角色状态、FPS。
@@ -408,15 +408,12 @@ mindmap
下一步建议按这个顺序做: 下一步建议按这个顺序做:
1. `StageLayer`:把白盒视觉层扩展为背景、地面、平台和 props。 1. `StageAssets`:把灰盒 `StageLayer` 替换为 `stage_01` 背景、tiles 和 props 素材
2. `LevelDefinition`补齐世界尺寸、玩家出生点、镜头限制、敌人出生点和 battle zone 数据 2. `BattleZone`在现有 zone 数据上做触发、锁镜头、清场解锁
3. `StageRenderer`:支持远景/中景/地面/props 分层绘制,先用色块或占位图也可以 3. `EnemyActor`:做第一个敌人占位,接入出生点
4. `SceneDebug`:显示碰撞、出生点、battle zone、镜头锁定范围,补 `F1` 开关 4. `CombatSystem`:把 hitbox/hurtbox 真正跑起来
5. `BattleZone`:在场景数据稳定后做触发、锁镜头、清场解锁 5. `SpriteAnimator`:把玩家动画从硬编码改成组件
6. `EnemyActor`:做第一个敌人占位,接入出生点 6. `InputConfig`:把默认键位/手柄映射迁移到可配置数据
7. `CombatSystem`:把 hitbox/hurtbox 真正跑起来。
8. `SpriteAnimator`:把玩家动画从硬编码改成组件。
9. `InputConfig`:把默认键位/手柄映射迁移到可配置数据。
## 素材协作提示 ## 素材协作提示
+17 -11
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@@ -14,6 +14,14 @@
当前白盒只解决“能跑、能跳、能看到关卡结构”。下一步要把场景拆成数据层、视觉层和玩法层。 当前白盒只解决“能跑、能跳、能看到关卡结构”。下一步要把场景拆成数据层、视觉层和玩法层。
第一轮场景骨架进度:
- `LevelDefinition` 已扩展世界尺寸、玩家出生点、镜头范围、分层视觉、battle zone 和敌人出生点数据。
- 第一关灰盒宽度已扩展到 3200 像素。
- `StageRenderer` 已支持远景、中景、地面/平台、后景 props 分层绘制,当前先用色块占位。
- `DebugOverlay` 已能显示碰撞、玩家框、battle zone、camera lock 范围和 spawn point。
- `WhiteboxScene` 已支持 `F1` 切换 debug overlay。
## 2. 第一关场景目标 ## 2. 第一关场景目标
第一关不急着做最终题材,先做通用 ACT 测试关: 第一关不急着做最终题材,先做通用 ACT 测试关:
@@ -205,12 +213,12 @@ game/assets/stage/stage_01/
### 先做工程骨架 ### 先做工程骨架
1. 扩展 `LevelDefinition`加入世界尺寸、玩家出生点、镜头限制、敌人出生点、battle zone 占位数据。 1. 已完成:扩展 `LevelDefinition`加入世界尺寸、玩家出生点、镜头限制、敌人出生点、battle zone 占位数据。
2. 扩展 `StageRenderer`支持背景层、地面/平台视觉层、后景 props,第一版可以继续用色块。 2. 已完成:扩展 `StageRenderer`支持背景层、地面/平台视觉层、后景 props,第一版继续用色块。
3. 扩展白盒关卡宽度到 2400 到 3200 像素,并整理成 3 段推进节奏。 3. 已完成:扩展白盒关卡宽度到 3200 像素,并整理成 3 段推进节奏。
4. 加入 3 个 battle zone debug 标记,但暂不做锁镜头和刷敌逻辑。 4. 已完成:加入 3 个 battle zone debug 标记,但暂不做锁镜头和刷敌逻辑。
5. 加入 spawn point debug 标记,用于后续接 `EnemyActor` 5. 已完成:加入 spawn point debug 标记,用于后续接 `EnemyActor`
6.`F1` debug 开关,至少能切换碰撞、battle zone、spawn point。 6. 已完成:`F1` debug 开关,切换碰撞、battle zone、spawn point。
### 素材回来后再替换 ### 素材回来后再替换
@@ -225,8 +233,6 @@ game/assets/stage/stage_01/
下一轮优先做: 下一轮优先做:
- 扩展 `LevelDefinition` - 如果素材已准备:创建 `game/assets/stage/stage_01/`,接入背景、tiles 和 props,替换灰盒色块
- 扩展 `StageRenderer` - 如果素材未准备:先做 `BattleZone` 运行时逻辑,让现有 debug zone 可以触发、锁镜头、清场解锁
- 将第一关扩到 2400 到 3200 像素 - 保持 debug 碰撞、battle zone、spawn point 显示可用
- 加入 battle zone / spawn point debug 数据。
- 保留 debug 碰撞显示。
+2
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@@ -6,6 +6,8 @@ struct DebugFlags {
bool showStageGrid = true; bool showStageGrid = true;
bool showCollision = true; bool showCollision = true;
bool showActorBounds = true; bool showActorBounds = true;
bool showBattleZones = true;
bool showSpawnPoints = true;
}; };
} // namespace ns_game } // namespace ns_game
+40
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@@ -3,18 +3,58 @@
#include "../movement/platform_world.h" #include "../movement/platform_world.h"
#include <frostbite2D/types/type_color.h> #include <frostbite2D/types/type_color.h>
#include <frostbite2D/types/type_math.h> #include <frostbite2D/types/type_math.h>
#include <string>
#include <vector> #include <vector>
namespace ns_game { namespace ns_game {
enum class StageLayerRole {
BackgroundFar,
BackgroundMid,
LevelVisual,
PropsBack,
PropsFront
};
struct StageRect {
frostbite2D::Rect bounds;
frostbite2D::Color color;
StageLayerRole layer = StageLayerRole::PropsBack;
};
struct SpawnPoint {
std::string id;
frostbite2D::Vec2 position;
};
struct BattleZoneDefinition {
std::string id;
frostbite2D::Rect trigger;
frostbite2D::Rect cameraBounds;
std::vector<SpawnPoint> enemySpawns;
};
struct StageLayer {
std::string id;
StageLayerRole role = StageLayerRole::LevelVisual;
float parallax = 1.0f;
std::vector<StageRect> rects;
};
struct WhiteboxProp { struct WhiteboxProp {
frostbite2D::Rect bounds; frostbite2D::Rect bounds;
frostbite2D::Color color; frostbite2D::Color color;
}; };
struct LevelDefinition { struct LevelDefinition {
float worldWidth = 0.0f;
float worldHeight = 0.0f;
frostbite2D::Vec2 playerSpawn;
frostbite2D::Rect cameraBounds;
PlatformWorld collision; PlatformWorld collision;
std::vector<StageLayer> layers;
std::vector<WhiteboxProp> props; std::vector<WhiteboxProp> props;
std::vector<BattleZoneDefinition> battleZones;
}; };
LevelDefinition CreateWhiteboxLevel(); LevelDefinition CreateWhiteboxLevel();
+107 -2
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@@ -4,14 +4,102 @@ namespace ns_game {
LevelDefinition CreateWhiteboxLevel() { LevelDefinition CreateWhiteboxLevel() {
LevelDefinition level; LevelDefinition level;
level.worldWidth = 3200.0f;
level.worldHeight = 720.0f;
level.playerSpawn = frostbite2D::Vec2(160.0f, 380.0f);
level.cameraBounds = frostbite2D::Rect(0.0f, 0.0f, level.worldWidth,
level.worldHeight);
level.collision.levelLeft = 0.0f; level.collision.levelLeft = 0.0f;
level.collision.levelRight = 1600.0f; level.collision.levelRight = level.worldWidth;
level.collision.platforms = { level.collision.platforms = {
frostbite2D::Rect(0.0f, 600.0f, 1600.0f, 80.0f), frostbite2D::Rect(0.0f, 600.0f, 3200.0f, 80.0f),
frostbite2D::Rect(230.0f, 500.0f, 220.0f, 28.0f), frostbite2D::Rect(230.0f, 500.0f, 220.0f, 28.0f),
frostbite2D::Rect(560.0f, 430.0f, 260.0f, 28.0f), frostbite2D::Rect(560.0f, 430.0f, 260.0f, 28.0f),
frostbite2D::Rect(930.0f, 510.0f, 260.0f, 28.0f), frostbite2D::Rect(930.0f, 510.0f, 260.0f, 28.0f),
frostbite2D::Rect(1250.0f, 420.0f, 230.0f, 28.0f), frostbite2D::Rect(1250.0f, 420.0f, 230.0f, 28.0f),
frostbite2D::Rect(1760.0f, 500.0f, 300.0f, 28.0f),
frostbite2D::Rect(2180.0f, 455.0f, 260.0f, 28.0f),
frostbite2D::Rect(2650.0f, 515.0f, 360.0f, 28.0f),
};
level.layers = {
{"background_far",
StageLayerRole::BackgroundFar,
0.25f,
{{frostbite2D::Rect(0.0f, 0.0f, 3200.0f, 720.0f),
frostbite2D::Color(0.08f, 0.10f, 0.14f, 1.0f),
StageLayerRole::BackgroundFar},
{frostbite2D::Rect(360.0f, 120.0f, 420.0f, 220.0f),
frostbite2D::Color(0.13f, 0.16f, 0.21f, 1.0f),
StageLayerRole::BackgroundFar},
{frostbite2D::Rect(1380.0f, 90.0f, 560.0f, 260.0f),
frostbite2D::Color(0.12f, 0.15f, 0.20f, 1.0f),
StageLayerRole::BackgroundFar},
{frostbite2D::Rect(2440.0f, 140.0f, 520.0f, 210.0f),
frostbite2D::Color(0.13f, 0.16f, 0.21f, 1.0f),
StageLayerRole::BackgroundFar}}},
{"background_mid",
StageLayerRole::BackgroundMid,
0.55f,
{{frostbite2D::Rect(80.0f, 360.0f, 280.0f, 240.0f),
frostbite2D::Color(0.18f, 0.22f, 0.27f, 1.0f),
StageLayerRole::BackgroundMid},
{frostbite2D::Rect(1020.0f, 310.0f, 340.0f, 290.0f),
frostbite2D::Color(0.18f, 0.22f, 0.27f, 1.0f),
StageLayerRole::BackgroundMid},
{frostbite2D::Rect(2020.0f, 330.0f, 360.0f, 270.0f),
frostbite2D::Color(0.18f, 0.22f, 0.27f, 1.0f),
StageLayerRole::BackgroundMid},
{frostbite2D::Rect(2860.0f, 280.0f, 260.0f, 320.0f),
frostbite2D::Color(0.18f, 0.22f, 0.27f, 1.0f),
StageLayerRole::BackgroundMid}}},
{"level_visual",
StageLayerRole::LevelVisual,
1.0f,
{{frostbite2D::Rect(0.0f, 600.0f, 3200.0f, 80.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(230.0f, 500.0f, 220.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(560.0f, 430.0f, 260.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(930.0f, 510.0f, 260.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(1250.0f, 420.0f, 230.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(1760.0f, 500.0f, 300.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(2180.0f, 455.0f, 260.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual},
{frostbite2D::Rect(2650.0f, 515.0f, 360.0f, 28.0f),
frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f),
StageLayerRole::LevelVisual}}},
{"props_back",
StageLayerRole::PropsBack,
1.0f,
{{frostbite2D::Rect(118.0f, 392.0f, 88.0f, 208.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack},
{frostbite2D::Rect(780.0f, 250.0f, 72.0f, 180.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack},
{frostbite2D::Rect(1440.0f, 300.0f, 80.0f, 300.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack},
{frostbite2D::Rect(1880.0f, 360.0f, 110.0f, 240.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack},
{frostbite2D::Rect(2520.0f, 390.0f, 92.0f, 210.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack},
{frostbite2D::Rect(3040.0f, 315.0f, 82.0f, 285.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f),
StageLayerRole::PropsBack}}},
}; };
level.props = { level.props = {
{frostbite2D::Rect(118.0f, 392.0f, 88.0f, 208.0f), {frostbite2D::Rect(118.0f, 392.0f, 88.0f, 208.0f),
@@ -21,6 +109,23 @@ LevelDefinition CreateWhiteboxLevel() {
{frostbite2D::Rect(1440.0f, 300.0f, 80.0f, 300.0f), {frostbite2D::Rect(1440.0f, 300.0f, 80.0f, 300.0f),
frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f)}, frostbite2D::Color(0.26f, 0.30f, 0.34f, 1.0f)},
}; };
level.battleZones = {
{"zone_01_intro",
frostbite2D::Rect(520.0f, 260.0f, 560.0f, 340.0f),
frostbite2D::Rect(320.0f, 0.0f, 760.0f, 720.0f),
{{"zone_01_enemy_a", frostbite2D::Vec2(760.0f, 560.0f)},
{"zone_01_enemy_b", frostbite2D::Vec2(980.0f, 560.0f)}}},
{"zone_02_platform",
frostbite2D::Rect(1420.0f, 250.0f, 680.0f, 350.0f),
frostbite2D::Rect(1280.0f, 0.0f, 900.0f, 720.0f),
{{"zone_02_enemy_a", frostbite2D::Vec2(1620.0f, 560.0f)},
{"zone_02_enemy_b", frostbite2D::Vec2(1900.0f, 560.0f)}}},
{"zone_03_exit",
frostbite2D::Rect(2380.0f, 250.0f, 720.0f, 350.0f),
frostbite2D::Rect(2240.0f, 0.0f, 960.0f, 720.0f),
{{"zone_03_enemy_a", frostbite2D::Vec2(2580.0f, 560.0f)},
{"zone_03_enemy_b", frostbite2D::Vec2(2860.0f, 560.0f)}}},
};
return level; return level;
} }
+36
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@@ -24,6 +24,19 @@ void drawOutline(const frostbite2D::Rect& rect, const frostbite2D::Color& color,
color); color);
} }
void drawCross(const frostbite2D::Vec2& position,
const frostbite2D::Color& color) {
constexpr float kSize = 18.0f;
constexpr float kThickness = 3.0f;
drawRect(frostbite2D::Rect(position.x - kSize * 0.5f,
position.y - kThickness * 0.5f, kSize,
kThickness),
color);
drawRect(frostbite2D::Rect(position.x - kThickness * 0.5f,
position.y - kSize * 0.5f, kThickness, kSize),
color);
}
} // namespace } // namespace
void DebugOverlay::Render(const LevelDefinition& level, const DebugFlags& flags, void DebugOverlay::Render(const LevelDefinition& level, const DebugFlags& flags,
@@ -31,6 +44,12 @@ void DebugOverlay::Render(const LevelDefinition& level, const DebugFlags& flags,
if (flags.showCollision) { if (flags.showCollision) {
drawCollision(level); drawCollision(level);
} }
if (flags.showBattleZones) {
drawBattleZones(level);
}
if (flags.showSpawnPoints) {
drawSpawnPoints(level);
}
if (flags.showActorBounds && playerBounds) { if (flags.showActorBounds && playerBounds) {
drawActorBounds(*playerBounds); drawActorBounds(*playerBounds);
} }
@@ -46,4 +65,21 @@ void DebugOverlay::drawActorBounds(const frostbite2D::Rect& bounds) const {
drawOutline(bounds, frostbite2D::Color(1.0f, 0.78f, 0.1f, 0.9f)); drawOutline(bounds, frostbite2D::Color(1.0f, 0.78f, 0.1f, 0.9f));
} }
void DebugOverlay::drawBattleZones(const LevelDefinition& level) const {
for (const BattleZoneDefinition& zone : level.battleZones) {
drawOutline(zone.trigger, frostbite2D::Color(0.95f, 0.25f, 0.25f, 0.9f),
3.0f);
drawOutline(zone.cameraBounds,
frostbite2D::Color(0.25f, 0.55f, 1.0f, 0.75f), 2.0f);
}
}
void DebugOverlay::drawSpawnPoints(const LevelDefinition& level) const {
for (const BattleZoneDefinition& zone : level.battleZones) {
for (const SpawnPoint& spawn : zone.enemySpawns) {
drawCross(spawn.position, frostbite2D::Color(1.0f, 0.2f, 0.9f, 0.95f));
}
}
}
} // namespace ns_game } // namespace ns_game
+2
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@@ -15,6 +15,8 @@ public:
private: private:
void drawCollision(const LevelDefinition& level) const; void drawCollision(const LevelDefinition& level) const;
void drawActorBounds(const frostbite2D::Rect& bounds) const; void drawActorBounds(const frostbite2D::Rect& bounds) const;
void drawBattleZones(const LevelDefinition& level) const;
void drawSpawnPoints(const LevelDefinition& level) const;
}; };
} // namespace ns_game } // namespace ns_game
+29 -2
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@@ -3,6 +3,7 @@
#include "../core/game_config.h" #include "../core/game_config.h"
#include <frostbite2D/core/application.h> #include <frostbite2D/core/application.h>
#include <frostbite2D/event/key_event.h>
#include <frostbite2D/graphics/camera.h> #include <frostbite2D/graphics/camera.h>
#include <frostbite2D/graphics/renderer.h> #include <frostbite2D/graphics/renderer.h>
#include <algorithm> #include <algorithm>
@@ -14,6 +15,7 @@ void WhiteboxScene::onEnter() {
level_ = CreateWhiteboxLevel(); level_ = CreateWhiteboxLevel();
player_ = frostbite2D::MakePtr<PlayerActor>(); player_ = frostbite2D::MakePtr<PlayerActor>();
player_->SetTopLeftPosition(level_.playerSpawn);
player_->SetMovementWorld(&level_.collision); player_->SetMovementWorld(&level_.collision);
AddChild(player_); AddChild(player_);
} }
@@ -23,6 +25,19 @@ void WhiteboxScene::OnUpdate(float deltaTime) {
updateCamera(); updateCamera();
} }
bool WhiteboxScene::OnEvent(const frostbite2D::Event& event) {
if (event.getType() == frostbite2D::EventType::KeyDown) {
const auto& keyEvent = static_cast<const frostbite2D::KeyEvent&>(event);
if (!keyEvent.isRepeat() &&
keyEvent.getKeyCode() == frostbite2D::KeyCode::F1) {
toggleDebugOverlay();
return true;
}
}
return frostbite2D::Scene::OnEvent(event);
}
void WhiteboxScene::Render() { void WhiteboxScene::Render() {
stageRenderer_.Render(level_, debugFlags_); stageRenderer_.Render(level_, debugFlags_);
frostbite2D::Scene::Render(); frostbite2D::Scene::Render();
@@ -31,6 +46,18 @@ void WhiteboxScene::Render() {
debugOverlay_.Render(level_, debugFlags_, player_ ? &playerBounds : nullptr); debugOverlay_.Render(level_, debugFlags_, player_ ? &playerBounds : nullptr);
} }
void WhiteboxScene::toggleDebugOverlay() {
const bool enabled = !(debugFlags_.showStageGrid || debugFlags_.showCollision ||
debugFlags_.showActorBounds ||
debugFlags_.showBattleZones ||
debugFlags_.showSpawnPoints);
debugFlags_.showStageGrid = enabled;
debugFlags_.showCollision = enabled;
debugFlags_.showActorBounds = enabled;
debugFlags_.showBattleZones = enabled;
debugFlags_.showSpawnPoints = enabled;
}
void WhiteboxScene::updateCamera() { void WhiteboxScene::updateCamera() {
if (!player_) { if (!player_) {
return; return;
@@ -43,8 +70,8 @@ void WhiteboxScene::updateCamera() {
const auto playerPos = player_->GetTopLeftPosition(); const auto playerPos = player_->GetTopLeftPosition();
const float targetX = std::clamp(playerPos.x - 420.0f, const float targetX = std::clamp(playerPos.x - 420.0f,
level_.collision.levelLeft, level_.cameraBounds.left(),
level_.collision.levelRight - level_.cameraBounds.right() -
static_cast<float>(config::kVirtualWidth)); static_cast<float>(config::kVirtualWidth));
renderer->getCamera()->setPosition(frostbite2D::Vec2(targetX, 0.0f)); renderer->getCamera()->setPosition(frostbite2D::Vec2(targetX, 0.0f));
} }
+2
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@@ -15,9 +15,11 @@ class WhiteboxScene : public frostbite2D::Scene {
public: public:
void onEnter() override; void onEnter() override;
void OnUpdate(float deltaTime) override; void OnUpdate(float deltaTime) override;
bool OnEvent(const frostbite2D::Event& event) override;
void Render() override; void Render() override;
private: private:
void toggleDebugOverlay();
void updateCamera(); void updateCamera();
LevelDefinition level_; LevelDefinition level_;
+21 -11
View File
@@ -2,6 +2,7 @@
#include "../core/game_config.h" #include "../core/game_config.h"
#include <frostbite2D/graphics/camera.h>
#include <frostbite2D/graphics/renderer.h> #include <frostbite2D/graphics/renderer.h>
namespace ns_game { namespace ns_game {
@@ -21,11 +22,12 @@ float worldWidthOf(const LevelDefinition& level) {
void StageRenderer::Render(const LevelDefinition& level, void StageRenderer::Render(const LevelDefinition& level,
const DebugFlags& debugFlags) const { const DebugFlags& debugFlags) const {
drawBackground(level); drawBackground(level);
for (const StageLayer& layer : level.layers) {
drawLayer(level, layer);
}
if (debugFlags.showStageGrid) { if (debugFlags.showStageGrid) {
drawGrid(level); drawGrid(level);
} }
drawProps(level);
drawPlatforms(level);
} }
void StageRenderer::drawBackground(const LevelDefinition& level) const { void StageRenderer::drawBackground(const LevelDefinition& level) const {
@@ -47,19 +49,27 @@ void StageRenderer::drawGrid(const LevelDefinition& level) const {
} }
} }
void StageRenderer::drawProps(const LevelDefinition& level) const { void StageRenderer::drawLayer(const LevelDefinition& level,
for (const auto& prop : level.props) { const StageLayer& layer) const {
drawRect(prop.bounds, prop.color); (void)level;
} frostbite2D::Vec2 parallaxOffset;
if (auto* camera = frostbite2D::Renderer::get().getCamera()) {
const frostbite2D::Vec2 cameraPos = camera->getPosition();
parallaxOffset.x = cameraPos.x * (1.0f - layer.parallax);
parallaxOffset.y = cameraPos.y * (1.0f - layer.parallax);
} }
void StageRenderer::drawPlatforms(const LevelDefinition& level) const { for (const StageRect& rect : layer.rects) {
for (const auto& platform : level.collision.platforms) { frostbite2D::Rect bounds(rect.bounds.left() + parallaxOffset.x,
drawRect(platform, frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f)); rect.bounds.top() + parallaxOffset.y,
drawRect(frostbite2D::Rect(platform.left(), platform.top(), rect.bounds.width(), rect.bounds.height());
platform.width(), 4.0f), drawRect(bounds, rect.color);
if (layer.role == StageLayerRole::LevelVisual) {
drawRect(frostbite2D::Rect(bounds.left(), bounds.top(), bounds.width(),
4.0f),
frostbite2D::Color(0.91f, 0.95f, 0.98f, 1.0f)); frostbite2D::Color(0.91f, 0.95f, 0.98f, 1.0f));
} }
} }
}
} // namespace ns_game } // namespace ns_game
+1 -2
View File
@@ -12,8 +12,7 @@ public:
private: private:
void drawBackground(const LevelDefinition& level) const; void drawBackground(const LevelDefinition& level) const;
void drawGrid(const LevelDefinition& level) const; void drawGrid(const LevelDefinition& level) const;
void drawProps(const LevelDefinition& level) const; void drawLayer(const LevelDefinition& level, const StageLayer& layer) const;
void drawPlatforms(const LevelDefinition& level) const;
}; };
} // namespace ns_game } // namespace ns_game