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Optimized isometric mini-map
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clintbellanger committed Jul 7, 2012
1 parent 9093312 commit 01dfaa0
Showing 1 changed file with 62 additions and 24 deletions.
86 changes: 62 additions & 24 deletions src/MenuMiniMap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -90,40 +90,78 @@ void MenuMiniMap::renderIso(MapCollision *collider, Point hero_pos, int map_w, i
SDL_LockSurface(screen);

int tile_type;
Point screen_pos;
Uint32 draw_color;
Point hero_tile;
bool draw_tile;

hero_tile.x = hero_pos.x / UNITS_PER_TILE;
hero_tile.y = hero_pos.y / UNITS_PER_TILE;

for (int j=0; j<map_h; j++) {
for (int i=0; i<map_w; i++) {

tile_type = collider->colmap[i][j];

// the hero, walls, and low obstacles show as different colors
if (i == hero_tile.x && j == hero_tile.y) draw_color = color_hero;
else if (tile_type == 1) draw_color = color_wall;
else if (tile_type == 2) draw_color = color_obst;
else continue; // not visible on mini-map

// isometric transform
screen_pos.x = (i - hero_tile.x) - (j - hero_tile.y) + map_center.x;
screen_pos.y = (i - hero_tile.x) + (j - hero_tile.y) + map_center.y;

// each tile is 2 pixels wide to mimic isometric view
if (isWithin(map_area, screen_pos)) {
drawPixel(screen, screen_pos.x, screen_pos.y, draw_color);
}
screen_pos.x++;
if (isWithin(map_area, screen_pos)) {
drawPixel(screen, screen_pos.x, screen_pos.y, draw_color);
// half the width of the minimap is used in several calculations
// a 2x1 pixel area correlates to a tile, so we can traverse tiles using pixel counting
// This is also the number of tiles we'll draw per screen row (the i loop below)
int minimap_half = map_area.w/2;

// Because the minimap is always 128x128px, we know which tile represents the corner of the map
Point tile_cursor;
tile_cursor.x = hero_tile.x - minimap_half;
tile_cursor.y = hero_tile.y;

int map_end_x = map_area.x + map_area.w;
int map_end_y = map_area.y + map_area.h;

bool odd_row = false;

// for each pixel row
for (int j=map_area.y; j<map_end_y; j++) {

// for each 2-px wide column
for (int i=map_area.x; i<map_end_x; i+=2) {

// if this tile is the max map size
if (tile_cursor.x >= 0 && tile_cursor.y >= 0 && tile_cursor.x < map_w && tile_cursor.y < map_h) {

tile_type = collider->colmap[tile_cursor.x][tile_cursor.y];
draw_tile = true;

// the hero, walls, and low obstacles show as different colors
if (tile_cursor.x == hero_tile.x && tile_cursor.y == hero_tile.y) draw_color = color_hero;
else if (tile_type == 1) draw_color = color_wall;
else if (tile_type == 2) draw_color = color_obst;
else draw_tile = false;

if (draw_tile) {
if (odd_row) {
drawPixel(screen, i, j, draw_color);
drawPixel(screen, i+1, j, draw_color);
}
else {
drawPixel(screen, i-1, j, draw_color);
drawPixel(screen, i, j, draw_color);
}
}
}

// moving screen-right in isometric is +x -y in map coordinates
tile_cursor.x++;
tile_cursor.y--;
}

// return tile cursor to next row of tiles
if (odd_row) {
odd_row = false;
tile_cursor.x -= minimap_half;
tile_cursor.y += (minimap_half +1);
}
}
else {
odd_row = true;
tile_cursor.x -= (minimap_half -1);
tile_cursor.y += minimap_half;
}
}

SDL_UnlockSurface(screen);

}

MenuMiniMap::~MenuMiniMap() {
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