1 #include "system/stacktrace.h"
3 #include "game/level/background.h"
6 #include "system/line_stream.h"
8 #include "system/nth_alloc.h"
9 #include "system/log.h"
11 #define BACKGROUND_CHUNK_COUNT 5
12 #define BACKGROUND_CHUNK_WIDTH 250.0f
13 #define BACKGROUND_CHUNK_HEIGHT 250.0f
15 static void chunk_of_point(Point p, int *x, int *y);
16 int render_chunk(const Background *background,
31 Background *create_background(Color base_color)
38 Background *background = PUSH_LT(lt, nth_alloc(sizeof(Background)), free);
39 if (background == NULL) {
43 background->base_color = base_color;
44 background->position = vec(0.0f, 0.0f);
45 background->debug_mode = 0;
51 Background *create_background_from_line_stream(LineStream *line_stream)
54 if (sscanf(line_stream_next(line_stream), "%6s", color) == EOF) {
55 log_fail("Could not read background's color\n");
59 return create_background(hexstr(color));
62 void destroy_background(Background *background)
64 trace_assert(background);
65 RETURN_LT0(background->lt);
68 /* TODO(#182): background chunks are randomly disappearing when the size of the window is less than size of the chunk */
69 int background_render(const Background *background,
72 trace_assert(background);
75 if (camera_clear_background(
77 background->base_color) < 0) {
81 const Rect view_port = camera_view_port(camera);
82 const Vec position = vec(view_port.x, view_port.y);
84 for (int l = 0; l < 3; ++l) {
85 const float parallax = 1.0f - 0.2f * (float)l;
87 int min_x = 0, min_y = 0;
88 chunk_of_point(vec(view_port.x - position.x * parallax,
89 view_port.y - position.y * parallax),
92 int max_x = 0, max_y = 0;
93 chunk_of_point(vec(view_port.x - position.x * parallax + view_port.w,
94 view_port.y - position.y * parallax + view_port.h),
97 for (int x = min_x; x <= max_x; ++x) {
98 for (int y = min_y; y <= max_y; ++y) {
103 color_darker(background->base_color, 0.05f * (float)(l + 1)),
115 /* Private Function */
117 static void chunk_of_point(Point p, int *x, int *y)
121 *x = (int) (p.x / BACKGROUND_CHUNK_WIDTH);
122 *y = (int) (p.y / BACKGROUND_CHUNK_HEIGHT);
125 int render_chunk(const Background *background,
127 int chunk_x, int chunk_y,
134 if (background->debug_mode) {
138 srand((unsigned int)(roundf((float)chunk_x + (float)chunk_y + parallax)));
140 for (size_t i = 0; i < BACKGROUND_CHUNK_COUNT; ++i) {
141 const float rect_x = rand_float_range((float) chunk_x * BACKGROUND_CHUNK_WIDTH,
142 (float) (chunk_x + 1) * BACKGROUND_CHUNK_WIDTH);
143 const float rect_y = rand_float_range((float) chunk_y * BACKGROUND_CHUNK_HEIGHT,
144 (float) (chunk_y + 1) * BACKGROUND_CHUNK_HEIGHT);
145 const float rect_w = rand_float_range(0.0f, BACKGROUND_CHUNK_WIDTH * 0.5f);
146 const float rect_h = rand_float_range(rect_w * 0.5f, rect_w * 1.5f);
148 if (camera_fill_rect(
150 rect(rect_x + position.x * parallax,
151 rect_y + position.y * parallax,
162 void background_toggle_debug_mode(Background *background)
164 background->debug_mode = !background->debug_mode;