Finished Tiling System

* Finished working on tiling
* Changed how sprite layers work. Sprite layers are now not confined to the limits of the actual canvas but instead will decide where to draw each sprite based on the canvas offset and the sprites location
This commit is contained in:
n00b
2024-10-21 18:35:13 -04:00
parent 78c897068b
commit 9cac24402e
22 changed files with 1009 additions and 2658 deletions

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@@ -1,8 +1,8 @@
function CreateMeshActor( mesh )
function CreateMeshOctreeActor( mesh )
function CreateAnimatedActor( mesh )
function CreateOctreeActor( mesh )
function CreateCubeActor( cube_size )
function CreateSphereActor( radius )
function CreateWaterPlaneActor( w, h )
function CreateWaterActor( mesh, waveHeight, waveSpeed, waveLength )
function CreateLightActor( )
function CreateBillboardActor( )
function CreateTerrainActor( hmap_file$ )

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@@ -0,0 +1,15 @@
Function CreateActorAnimation(actor, start_frame, end_frame, speed)
sub SetActorAnimation( actor, animation, num_loops)
sub SetActorAnimationSpeed( actor, animation, speed )
sub SetActorAnimationFrames(actor, animation, start_frame, end_frame)
Function GetActorCurrentAnimation(actor)
function GetActorAnimationSpeed( actor, animation )
Function GetActorAnimationStartFrame(actor, animation)
Function GetActorAnimationEndFrame(actor, animation)
sub SetActorFrame(actor, frame)
function GetActorFrame(actor)
function ActorAnimationIsPlaying(actor)
function NumActorAnimationLoops(actor)
sub SetActorMD2Animation( actor, anim, num_loops )
sub SetActorMD2AnimationByName( actor, anim_name$, num_loops )
sub DeleteActorAnimation(actor, animation)

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@@ -12,3 +12,6 @@ sub SetCameraFarValue( zf )
function GetCameraFarValue( )
sub SetCameraNearValue( zn )
function GetCameraNearValue( )
Sub SetProjectionMatrix(matA, projection_type)
Sub GetProjectionMatrix(matA )
Sub GetWorldToViewportPosition(x, y, z, ByRef vx, ByRef vy)

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@@ -1,6 +1,6 @@
function OpenCanvas( w, h, viewport_x, viewport_y, viewport_w, viewport_h, mode)
Sub CloseCanvas(c_num)
function OpenCanvas3D( w, h, viewport_x, viewport_y, viewport_w, viewport_h, mode)
function OpenCanvas3D( viewport_x, viewport_y, viewport_w, viewport_h, mode)
sub SetCanvasVisible(c_num, flag)
function CanvasIsVisible(c_num)
sub SetCanvasViewport(cnum, x, y, w, h)
@@ -16,8 +16,8 @@ sub SetCanvasColorMod(c_num, c)
function GetCanvasColorMod(c_num)
function CloneCanvas(c_num, mode)
sub SetCanvasZ(c_num, z)
function GetCanvasZ(c_num)
function CanvasZ(c_num)
function CanvasClip(x, y, w, h)
function ActiveCanvas()
sub SetCanvasPhysics2D(c_num, state)
function OpenSpriteCanvas(w, h, viewport_x, viewport_y, viewport_w, viewport_h)
function OpenCanvasSpriteLayer(w, h, viewport_x, viewport_y, viewport_w, viewport_h)

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@@ -3,3 +3,8 @@ sub DeleteMesh( mesh )
function CreateMesh( )
sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
function LoadMeshFromArchive( archive$, mesh_file$ )
Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h )
Function LoadAN8( an8_file$ )
Function LoadMeshFromAN8(an8_project, an8_scene$)
Function GetNumAN8Scenes(an8_project)
Function GetAN8SceneName$(an8_project, scene_num)

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@@ -0,0 +1,15 @@
Function CreateSpriteAnimation(sprite, anim_length, speed)
Sub SetSpriteFrame(sprite, frame)
Function GetSpriteFrame(sprite)
Sub SetSpriteAnimationFrame(sprite, animation, anim_frame, frame)
Function GetSpriteAnimationFrame(sprite, animation, anim_frame)
Sub SetSpriteAnimationLength(sprite, animation, anim_length)
Function GetSpriteAnimationLength(sprite, animation)
Sub SetSpriteAnimationSpeed(sprite, animation, speed)
Function GetSpriteAnimationSpeed(sprite, animation)
Sub SetSpriteAnimation(sprite, animation, num_loops)
Function GetSpriteAnimation(sprite)
Function GetSpriteCurrentAnimationFrame(sprite)
Function NumSpriteAnimationLoops(sprite)
Function SpriteAnimationIsPlaying(sprite)
Sub DeleteSpriteAnimation(sprite, animation)

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@@ -1,3 +1,26 @@
function CreateSprite( img )
function CreateSprite( img, frame_w, frame_h )
Sub DeleteSprite( sprite )
Sub SetSpritePosition( sprite, x, y )
Sub TranslateSprite(sprite, x, y)
Sub GetSpritePosition(sprite, ByRef x, ByRef y)
Function SpriteX(sprite)
Function SpriteY(sprite)
Sub SetSpriteRotation(sprite, angle)
Sub RotateSprite(sprite, angle)
Function GetSpriteRotation(sprite)
Sub SetSpriteScale(sprite, x, y)
Sub ScaleSprite(sprite, x, y)
Sub GetSpriteScale(sprite, ByRef x, ByRef y)
Sub SetSpriteZ(sprite, z)
Function SpriteZ(sprite)
Sub GetSpriteSize(sprite, ByRef w, ByRef h)
Function SpriteWidth(sprite)
Function SpriteHeight(sprite)
Sub SetSpriteVisible(sprite, flag)
Function SpriteIsVisible(sprite)
Sub SetSpriteSolid(sprite, flag)
Function SpriteIsSolid(sprite)
Sub SetSpriteType(sprite, sprite_type)
Function GetSpriteType(sprite)
Sub SetSpriteSource(sprite, img)
Function GetSpriteSource(sprite)

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@@ -4,5 +4,5 @@ Function FontExists(slot)
sub SetFont(slot)
sub DrawText(txt$, x, y)
sub GetTextSize(txt$, byref w, byref h)
function GetTextWidth(txt$)
function GetTextHeight(txt$)
function TextWidth(txt$)
function TextHeight(txt$)

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@@ -1,10 +0,0 @@
sub setWaterWindForce( actor, f)
function getWaterWindForce( actor)
sub setWaterWaveHeight( actor, h)
function getWaterWaveHeight( actor)
sub setWaterWindDirection( actor, x, z)
sub getWaterWindDirection( actor, ByRef x, ByRef z)
sub setWaterColor( actor, c)
function getWaterColor( actor)
sub setWaterColorBlendFactor( actor, cbfactor)
function getWaterColorBlendFactor( actor)

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@@ -45,6 +45,6 @@ sub RestoreWindow( )
sub GrabInput(flag)
sub SetWindowAlwaysOnTop( flag )
sub SetMouseRelative(flag)
sub SetWindowVSync( flag )
function FlashWindow( flag )
function WindowIsGrabbed( )
Sub PreUpdate( )