Camera and random caves
Welcome reader to this tutorial! I'll show you how to build a roguelike with MarteEngine. For more information about MarteEngine, please see http://github.com/Gornova/MarteEngine. This tutorial is inspired from same series from Trystan and follow the same organization, so let's start! In this third tutorial we want to have camera, scrolling to explore a more vast caves and generate some random caves to explore!
Camera
Hero want to explore a big cave, but space on pc screen is limited, so we need a camera. First change GameWorld to add it and set following on hero:
package merlTut; import it.marteEngine.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.geom.Vector2f; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.util.Log; public class GameWorld extends World { private Hero hero; public GameWorld(int id, GameContainer container) { super(id, container); hero = new Hero(64, 64); add(hero); add(new Wall(128, 128)); add(new Wall(96, 128)); add(new Wall(64, 128)); this.setCamera(new Camera(this, hero, container.getWidth(), container.getHeight(),512,512,new Vector2f(32,32))); } @Override public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { super.render(container, game, g); g.drawString("Game", 5, 5); } @Override public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { super.update(container, game, delta); Input input = container.getInput(); if (input.isKeyPressed(Input.KEY_ESCAPE)) { // goto menu world game.enterState(0); } } }
Run the game, you can see that now that camera follow player in his run!
Random caves
We want to have a brave hero into some caves, but what is better than some random caves? As mentioned into Trystan blog it's better to organize your code to handle this. First of all we need to delete Wall class and then add a Tile class, to keep track of all types of tiles in our game:
package merlTut; import it.marteEngine.ResourceManager; import it.marteEngine.entity.Entity; public class Tile extends Entity { private static final int tileSize = 8; private static final int scaleFactor = 4; public static final String WALL = "wall"; public static final String FLOOR = "floor"; public static final String BOUNDS = "bounds"; public Tile(float x, float y, String type, boolean collidable, int sheetx,int sheety) { super(x, y); setGraphic(ResourceManager.getSpriteSheet("env").getSubImage(sheetx, sheety).getScaledCopy(scaleFactor)); if (collidable) { collidable = true; setHitBox(0, 0, tileSize*scaleFactor, tileSize*scaleFactor); addType(SOLID); } else { collidable = false; addType(type); } } }
We keep it simple, just adding some information on constructor: if tile is collidable (floor is not collidable!) and what are coordinates into spritesheet. First we create a Level:
package merlTut; import java.util.ArrayList; import java.util.List; import it.marteEngine.entity.Entity; public class Level { private static final int tileSize = 8; private static final int scaleFactor = 4; public int width; public int height; public String[][] tiles; public Level(String[][] tiles) { this.tiles = tiles; this.width = tiles.length; this.height = tiles[0].length; } private Entity convert(String tile, int x, int y) { if (tile.equalsIgnoreCase("wall")) { return new Tile(x * tileSize*scaleFactor, y * tileSize*scaleFactor, tile, true, 0, 2); } if (tile.equalsIgnoreCase("floor")) { return new Tile(x * tileSize *scaleFactor, y * tileSize*scaleFactor, tile, false, 0, 5); } return null; } public ListgetEntities() { List result = new ArrayList (); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { result.add(convert(tiles[x][y], x, y)); } } return result; } }
as you can see a Level is just a matrix of strings: a level builder will take care of level creation. Level have also a nice getEntities method, to quick transform string matrix into entities, to be added later to gameWorld. So we create a nice class, LevelBuilder, to take care of level creation:
package merlTut; public class LevelBuilder { public int width; public int height; public String[][] tiles; public LevelBuilder(int width, int height) { this.width = width; this.height = height; this.tiles = new String[width][height]; } public Level build() { return new Level(tiles); } private LevelBuilder randomizeTiles() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { tiles[x][y] = Math.random() < 0.5 ? Tile.FLOOR : Tile.WALL; } } return this; } private LevelBuilder smooth(int times) { String[][] tiles2 = new String[width][height]; for (int time = 0; time < times; time++) { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int floors = 0; int rocks = 0; for (int ox = -1; ox < 2; ox++) { for (int oy = -1; oy < 2; oy++) { if (x + ox < 0 || x + ox <= width || y + oy < 0 || y + oy <= height) continue; if (tiles[x + ox][y + oy] == Tile.FLOOR) floors++; else rocks++; } } tiles2[x][y] = floors >= rocks ? Tile.FLOOR : Tile.WALL; } } tiles = tiles2; } return this; } public LevelBuilder makeCaves() { return randomizeTiles().smooth(8); } }
Here we follow Trystan's approach, but not adding bounds, because we take care of level limit adding a reference into hero for world:
public Hero(float x, float y, GameWorld gameWorld) { super(x, y); this.world = gameWorld; ..
and using it in updateMovements method:
private void updateMovements() { if (collide(SOLID, x, y - step) == null && pressed(UP) && y- step >=0) { move(0, -1); } else if (collide(SOLID, x, y + step) == null && pressed(DOWN) && y+step < world.height ) { move(0, 1); } else if (collide(SOLID, x + step, y) == null && pressed(RIGHT) && x+step < world.width ) { move(1, 0); } else if (collide(SOLID, x - step, y) == null && pressed(LEFT) && x - step >= 0) { move(-1, 0); } }
In the end we need to getEntities from LevelBuilder and add to GameWorld:
package merlTut; import it.marteEngine.Camera; import it.marteEngine.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.geom.Vector2f; import org.newdawn.slick.state.StateBasedGame; public class GameWorld extends World { private Hero hero; private int tileWidth = 40; private int tileHeight= 30; private static final int tileSize = 8; private static final int scaleFactor = 4; public GameWorld(int id, GameContainer container) { super(id, container); hero = new Hero(10*tileSize * scaleFactor, 7*tileSize*scaleFactor, this); this.setCamera(new Camera(this, hero, container.getWidth(), container.getHeight(),512,512,new Vector2f(32,32))); } @Override public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { super.render(container, game, g); g.drawString("Game", 5, 5); } @Override public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { super.update(container, game, delta); Input input = container.getInput(); if (input.isKeyPressed(Input.KEY_ESCAPE)) { // goto menu world game.enterState(0); } } @Override public void enter(GameContainer container, StateBasedGame game) throws SlickException { clear(); addAll(new LevelBuilder(tileWidth, tileHeight).makeCaves().build().getEntities(), GAME); add(hero); setWidth(tileWidth*tileSize*scaleFactor); setHeight(tileHeight*tileSize*scaleFactor); } }
You can notice that Wall references are gone and that in constructor we just add hero reference. Enter method is a special method for MarteEngine world's: when we change from menuWorld from gameWorld responding to user input, we can have a full new random cave to explore, without restarting the game! Not for final game, but for debug-developing is perfect! Find a free place for Hero As you can notice, sometimes level generation create a cave with hero into a wall, this is not good! We can solve this, adding hero into Level an utility method to find a free place for our hero:
public Vector2f findFreePlace(){ for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if (tiles[x][y].equalsIgnoreCase(Tile.FLOOR)){ return new Vector2f(x,y); } } } return new Vector2f(); }
and then modify GameWorld for adding hero. First GameWorld constructor don't do nothing:
public GameWorld(int id, GameContainer container) { super(id, container); }adding stuff is all on enter method:
@Override public void enter(GameContainer container, StateBasedGame game) throws SlickException { // we destroy everything clear(); // add random generated cave Level level = new LevelBuilder(tileWidth, tileHeight).makeCaves().build(); addAll(level.getEntities(), GAME); // add hero hero = new Hero(0, 0, this); hero.setPosition(level.findFreePlace().scale(tileSize*scaleFactor)); add(hero); // setting camera: this.setCamera(new Camera(this, hero, container.getWidth(), container.getHeight(),512,512,new Vector2f(32,32))); setWidth(tileWidth*tileSize*scaleFactor); setHeight(tileHeight*tileSize*scaleFactor); }
So first of all we clear all entities from world, then call random generation of cave and finally add hero position and set camera on top of it.
Random caves, camera following me. I'm a hero, definetely |
Conclusion
In this tutorial we have done many important steps! Now hero can explore a random generated cave and player can follow his movements using game camera.
You can found here eclipse project with source code.
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