made the join game screen to get ready for attaching to host and also made a protocol doc

This commit is contained in:
2026-02-05 15:01:44 -06:00
parent 47987ca439
commit 468ab94aa7
12 changed files with 642 additions and 334 deletions

View File

@@ -10,37 +10,37 @@
#include <overworld.h>
#include <err_check.h>
#define OW_ROWS ((DEF_WINDOW_WIDTH / OW_GRIDSZ) + 1)
#define OW_COLS ((DEF_WINDOW_HEIGHT / OW_GRIDSZ) + 1)
PLAYER *myplayer, me;
SDL_Texture *selected_grid, *player_sprite, *grass;
PLAYER *get_this_player()
{
return &me;
}
#define ow_rows ((DEF_WINDOW_WIDTH / OW_GRIDSZ) + 1)
#define ow_cols ((DEF_WINDOW_HEIGHT / OW_GRIDSZ) + 1)
SDL_Rect ow_rects[OW_ROWS][OW_COLS];
SDL_Rect ow_rects[ow_rows][ow_cols];
void start_overworld()
void init_overworld()
{
SDL_Texture *selected_grid, *player_sprite, *grass;
int row, col;
PRINT_M(INIT OVERWORLD)
PRINT_M(STARTING GAME)
IMG_GETANDCHECK(grass, renderer, "assets/ow_grid_grass.png")
IMG_GETANDCHECK(selected_grid, renderer, "assets/ow_selected_grid.png");
IMG_GETANDCHECK(player_sprite, renderer, "assets/player.png");
myplayer = get_this_player();
int row, col;
//set up rects to render textures into
for(row = 0; row <= ow_rows; row++)
for(row = 0; row <= OW_ROWS; row++)
{
for(col = 0; col <= ow_cols; col++)
for(col = 0; col <= OW_COLS; col++)
{
ow_rects[row][col].x = row * OW_GRIDSZ;
ow_rects[row][col].y = col * OW_GRIDSZ;
@@ -50,40 +50,31 @@ void start_overworld()
}
myplayer->texture = player_sprite;
myplayer->pos.x = ow_rows >> 1;
myplayer->pos.y = ow_cols >> 1;
myplayer->pos.x = OW_ROWS >> 1;
myplayer->pos.y = OW_COLS >> 1;
while(running)
return;
}
void render_overworld()
{
int row, col;
SDL_RenderClear(renderer);
//render the ow grid
for(row = 0; row < OW_ROWS; row++)
{
handle_event(&event);
SDL_RenderClear(renderer);
//render the ow grid
for(row = 0; row < ow_rows; row++)
for(col = 0; col < OW_COLS; col++)
{
for(col = 0; col < ow_cols; col++)
{
SDL_RenderCopy(renderer, grass, NULL, &(ow_rects[row][col]));
}
SDL_RenderCopy(renderer, grass, NULL, &(ow_rects[row][col]));
}
SDL_RenderCopy(renderer, myplayer->texture, NULL, &(ow_rects[myplayer->pos.x][myplayer->pos.y]));
SDL_RenderPresent(renderer);
}
SDL_RenderCopy(renderer, myplayer->texture, NULL, &(ow_rects[myplayer->pos.x][myplayer->pos.y]));
SDL_RenderPresent(renderer);
start_battle();
return;
}