SDL2でRPGゲームを作る 〜第11回 バイナリデータを読み込む〜
前回投稿してから約1ヶ月半経過しての投稿になる。
平成から令和に元号が変わるにあたって色々と忙しくなり、なかなか投稿することができなかった。
加えて、資格を取る必要がありOracle silver 12cという資格を取得したのだが、勉強中は趣味の時間が取れず
プログラムを書くことができなかった。しかし、また、少しずつ投稿できればと思う。
※次は、AI関連の資格を取れと言われているからまた趣味の時間が取れなくなりそうだ。。。
さて、前回はNPCを動かした。そして、手の混んだフィールドを作ろうとしたが、マップチップが10個しか使えないという事実に気がついたところで止まっていた。だから、今回はマップチップをバイナリデータで保持することで、マップチップの使用上限を増やすということをしたい。
実際は、こちらのMAPEditerで作成したバイナリデータを読み込む処理を作っていきたい。
バイナリデータを読み込む
さて、いきなりだが変更した箇所を示したいと思う。
変更前
int load_map(char *map_name) { FILE *fp; int map_num; fp = fopen(map_name, "r"); if (fp == NULL) { printf("file open error. %d\n", __LINE__); return 1; } fscanf(fp, "%d%d", &COL, &ROW); fscanf(fp, "%d", &OUT_OF_MAP); int i = 0; while((map_num = fgetc(fp)) != EOF){ if(map_num != 0x0d){ if(map_num != 0x0a){ map_array[i] = map_num - 48; i++; } } } return 0; }
変更後
int load_map(char *map_name) { FILE *fp; int i = 0; if ((fp = fopen(map_name, "rb")) == NULL) { return 1; } fread(&COL, sizeof(int), 1, fp); fread(&ROW, sizeof(int), 1, fp); fread(&OUT_OF_MAP, sizeof(int), 1, fp); map_array = realloc(map_array, sizeof(int) * COL * ROW); while(!feof(fp)) { fread(&map_array[i++], sizeof(int), 1, fp); } fclose(fp); return 0; }
変更前と変更後の違いは、文字列を読み込むためにfscanf
を使うか、バイナリを読み込むためにfread
を使うかの違いである。文字列を読み込んでいるときは改行コードで1行の読込みを判断していたが、バイナリデータになったことで単純に行×列のサイズを読み込めばマップを読み込めるようになった。
全コード表示
では、全コードを記載する。
load.h
#ifdef _RPGINC #else #include <stdio.h> #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> typedef enum {DOWN, LEFT, RIGHT, UP} DIRECTION; typedef enum {FALSE, TRUE} MOVING; typedef struct { int map_x; int map_y; int pixel_x; int pixel_y; int offset_x; int offset_y; int velocity_x; int velocity_y; DIRECTION direction; MOVING moving; } CARACTER; typedef struct { CARACTER npc; char message[1024]; SDL_Texture *npc_image; MOVING npc_move; } NPC; typedef struct { int mapchip_id; char mapchip_name[256]; int movable; int change_locate; SDL_Texture *map_image; } MAPCHIP; int clac_offset(int, int, int *, int *); int load_image(SDL_Renderer *, SDL_Texture **, char *); int player_animation(SDL_Renderer *); int player_update(SDL_Renderer *, SDL_Event); int player_move(SDL_Event); int load_npc(SDL_Renderer *); int npc_animation(SDL_Renderer *); int npc_update(SDL_Renderer *renderer, int); int npc_move(DIRECTION, int); int load_map_image(SDL_Renderer *, SDL_Texture **); int load_mapchip(SDL_Renderer *); int load_move(SDL_Renderer *); int load_map(char *); int draw_map(SDL_Renderer *); int is_movable(int, int); int fade_out(SDL_Renderer *); #endif
load.c
#include <stdio.h> #include <stdlib.h> #include <time.h> #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> #include "RPGInC.h" const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int IMAGE_WIDTH = 16; const int IMAGE_HEIGHT = 16; const int MAGNIFICATION = 2; const int GRID_SIZE = 32; int ROW = 15; int COL = 20; int OUT_OF_MAP = 0; char MAP_EVENT_NAME[256] = "field"; int animecycle = 24; int speed = 2; int frame = 0; int number_of_map_image = 0; int number_of_npc_image = 0; CARACTER player = {1, 1, 32, 32, 0, 0, 0, 0, DOWN, FALSE}; NPC npc[256] = {0}; MAPCHIP mapchip[256] = {0}; int *map_array; int main (int argc, char *argv[]) { SDL_Window *window = NULL; SDL_Renderer *renderer = NULL; //Initialize SDL if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() ); return 1; } window = SDL_CreateWindow( "DRAW IMAGE TEST", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN ); if( window == NULL ) { printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() ); return 1; } else { renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); } load_mapchip(renderer); load_map("data/field.map"); load_npc(renderer); // main loop while (1) { SDL_Event e; clac_offset(player.pixel_x, player.pixel_y, &player.offset_x, &player.offset_y); SDL_RenderClear(renderer); draw_map(renderer); npc_animation(renderer); player_animation(renderer); player_update(renderer, e); SDL_RenderPresent(renderer); // event handling if ( SDL_PollEvent(&e) ) { if (e.type == SDL_QUIT){ break; } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE){ break; } } } IMG_Quit(); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); int i; for (i = 0;i < number_of_map_image;i++) { SDL_DestroyTexture(mapchip[i].map_image); } for (i = 0;i < number_of_npc_image;i++) { SDL_DestroyTexture(npc[i].npc_image); } SDL_Quit(); return 0; } int load_image(SDL_Renderer *renderer, SDL_Texture **image_texture, char *filename) { SDL_Surface *image = NULL; // 画像の読み込み image = IMG_Load(filename); if(!image) { printf("IMG_Load: %s\n", IMG_GetError()); return 1; } // 透過色の設定 SDL_SetColorKey(image, SDL_TRUE, SDL_MapRGB(image->format, 255, 0, 255)); *image_texture = SDL_CreateTextureFromSurface(renderer, image); SDL_FreeSurface(image); return 0; } int player_animation(SDL_Renderer *renderer) { SDL_Texture *cat_image = NULL; load_image(renderer, &cat_image, "image/charachip/black_cat.bmp"); // load_image(renderer, &cat_image, "image/charachip/white_cat.bmp"); int x = ((frame / animecycle) % 4) * 16; int y = player.direction * IMAGE_HEIGHT; SDL_Rect imageRect=(SDL_Rect){x, y, IMAGE_WIDTH, IMAGE_HEIGHT}; SDL_Rect drawRect=(SDL_Rect){player.pixel_x - player.offset_x, player.pixel_y - player.offset_y, IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION}; SDL_RenderCopy(renderer, cat_image, &imageRect, &drawRect); if (frame <= animecycle * 4) { frame += 1; } else{ frame = 0; } SDL_DestroyTexture(cat_image); return 0; } int player_update(SDL_Renderer *renderer, SDL_Event e) { if (player.moving == TRUE) { player.pixel_x = player.pixel_x + player.velocity_x; player.pixel_y = player.pixel_y + player.velocity_y; if (player.pixel_x % GRID_SIZE == 0 && player.pixel_y % GRID_SIZE == 0){ player.moving = FALSE; player.map_x = player.pixel_x / GRID_SIZE; player.map_y = player.pixel_y / GRID_SIZE; load_move(renderer); player_move(e); } } else { player_move(e); } } int player_move(SDL_Event e) { if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_UP){ player.direction = UP; if (is_movable(player.map_x, player.map_y - 1) == 0) { player.velocity_x = 0; player.velocity_y = -speed; player.moving = TRUE; } } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_DOWN){ player.direction = DOWN; if (is_movable(player.map_x, player.map_y + 1) == 0) { player.velocity_x = 0; player.velocity_y = speed; player.moving = TRUE; } } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RIGHT){ player.direction = RIGHT; if (is_movable(player.map_x + 1, player.map_y) == 0) { player.velocity_x = speed; player.velocity_y = 0; player.moving = TRUE; } } else if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_LEFT){ player.direction = LEFT; if (is_movable(player.map_x - 1, player.map_y) == 0) { player.velocity_x = -speed; player.velocity_y = 0; player.moving = TRUE; } } return 0; } int load_npc(SDL_Renderer *renderer) { char event_path[256]; sprintf(event_path, "data/%s.evt", MAP_EVENT_NAME); FILE *fp; char event[256]; char npc_name[256]; int map_x; int map_y; DIRECTION direction; MOVING moving; int max_step; char message[1024]; char buf[256]; char npc_path[256]; int i = 0; int element_number = 0; fp = fopen(event_path, "r"); if (fp == NULL) { printf("file open error. %d\n", __LINE__); return 1; } for (i = 0;i < number_of_npc_image;i++) { npc[i].npc.map_x = 0; npc[i].npc.map_y = 0; npc[i].npc.pixel_x = 0; npc[i].npc.pixel_y = 0; npc[i].npc.direction = 0; npc[i].npc.moving = 0; SDL_DestroyTexture(npc[i].npc_image); sprintf(npc[i].message, "%s", '\0'); } for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++) { if (strncmp(buf, "#", 1) != 0){ if (strncmp(buf, "CHARA", 5) == 0) { sscanf(buf, "%[^,],%[^,],%d,%d,%d,%d,%[^,]", event, npc_name, &map_x, &map_y, &direction, &moving, message); sprintf(npc_path, "image/charachip/%s.bmp", npc_name); load_image(renderer, &npc[element_number].npc_image, npc_path); npc[element_number].npc.map_x = map_x; npc[element_number].npc.map_y = map_y; npc[element_number].npc.pixel_x = map_x * GRID_SIZE; npc[element_number].npc.pixel_y = map_y * GRID_SIZE; npc[element_number].npc.direction = direction; npc[element_number].npc_move = moving; sprintf(npc[element_number].message, "%s", message); element_number += 1; } } } number_of_npc_image = element_number; fclose(fp); return 0; } int npc_animation(SDL_Renderer *renderer) { int i; for(i = 0; number_of_npc_image >= i;i++) { int x = ((frame / animecycle) % 4) * 16; int y = npc[i].npc.direction * IMAGE_HEIGHT; SDL_Rect imageRect=(SDL_Rect){x/4, y/4, IMAGE_WIDTH/4, IMAGE_HEIGHT/4}; SDL_Rect drawRect=(SDL_Rect){npc[i].npc.pixel_x - player.offset_x, npc[i].npc.pixel_y - player.offset_y, IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION}; SDL_RenderCopy(renderer, npc[i].npc_image, &imageRect, &drawRect); if (npc[i].npc_move == TRUE && number_of_npc_image != 0) { npc_update(renderer, i); } } return 0; } int npc_update(SDL_Renderer *renderer, int element) { srand((unsigned)time(NULL)); int target = rand()%number_of_npc_image; int action = rand()%10; if (npc[element].npc_move == TRUE) { if (npc[element].npc.moving == TRUE) { npc[element].npc.pixel_x = npc[element].npc.pixel_x + npc[element].npc.velocity_x; npc[element].npc.pixel_y = npc[element].npc.pixel_y + npc[element].npc.velocity_y; if (npc[element].npc.pixel_x % GRID_SIZE == 0 && npc[element].npc.pixel_y % GRID_SIZE == 0) { npc[element].npc.moving = FALSE; npc[element].npc.map_x = npc[element].npc.pixel_x / GRID_SIZE; npc[element].npc.map_y = npc[element].npc.pixel_y / GRID_SIZE; } } else { if (target == element && action < 3) { npc_move(rand()%4, element); } } } } int npc_move(DIRECTION direction, int element) { if (frame == 0) { if (direction == UP){ npc[element].npc.direction = UP; if (is_movable(npc[element].npc.map_x, npc[element].npc.map_y - 1) == 0) { npc[element].npc.velocity_x = 0; npc[element].npc.velocity_y = -speed; npc[element].npc.moving = TRUE; } } else if (direction == DOWN){ npc[element].npc.direction = DOWN; if (is_movable(npc[element].npc.map_x, npc[element].npc.map_y + 1) == 0) { npc[element].npc.velocity_x = 0; npc[element].npc.velocity_y = speed; npc[element].npc.moving = TRUE; } } else if (direction == RIGHT){ npc[element].npc.direction = RIGHT; if (is_movable(npc[element].npc.map_x + 1, npc[element].npc.map_y) == 0) { npc[element].npc.velocity_x = speed; npc[element].npc.velocity_y = 0; npc[element].npc.moving = TRUE; } } else if (direction == LEFT){ npc[element].npc.direction = LEFT; if (is_movable(npc[element].npc.map_x - 1, npc[element].npc.map_y) == 0) { npc[element].npc.velocity_x = -speed; npc[element].npc.velocity_y = 0; npc[element].npc.moving = TRUE; } } } return 0; } int draw_map(SDL_Renderer *renderer){ int x, y; int start_x = player.offset_x / GRID_SIZE - 1; int end_x = start_x + SCREEN_WIDTH / GRID_SIZE + 2; int start_y = player.offset_y / GRID_SIZE - 1; int end_y = start_y + SCREEN_HEIGHT/ GRID_SIZE + 2; for(y = start_y;y < end_y;y++){ for(x = start_x; x < end_x;x++){ SDL_Rect imageRect=(SDL_Rect){0, 0, IMAGE_WIDTH, IMAGE_HEIGHT}; SDL_Rect drawRect=(SDL_Rect){(x * GRID_SIZE) - player.offset_x, (y * GRID_SIZE) - player.offset_y, IMAGE_WIDTH*MAGNIFICATION, IMAGE_HEIGHT*MAGNIFICATION}; if ((x < 0) || (x > COL - 1) || (y < 0) || (y > ROW - 1)){ SDL_RenderCopy(renderer, mapchip[OUT_OF_MAP].map_image, &imageRect, &drawRect); } else { SDL_RenderCopy(renderer, mapchip[map_array[y*COL+x]].map_image, &imageRect, &drawRect); } } } return 0; } int load_move(SDL_Renderer *renderer) { char event_path[256]; sprintf(event_path, "data/%s.evt", MAP_EVENT_NAME); FILE *fp; char event[256]; int event_point_x; int event_point_y; DIRECTION direction_of_penetration; char buf[256]; char new_map_name[256]; char map_path[256]; int new_x; int new_y; int i = 0; fp = fopen(event_path, "r"); if (fp == NULL) { printf("file open error. %d\n", __LINE__); return 1; } for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++) { if (strncmp(buf, "#", 1) != 0){ if (strncmp(buf, "MOVE", 4) == 0) { sscanf(buf, "%[^,],%d,%d,%d,%[^,],%d,%d", event, &event_point_x, &event_point_y, &direction_of_penetration, new_map_name, &new_x, &new_y); if (player.map_x == event_point_x && player.map_y == event_point_y) { if (player.direction == direction_of_penetration) { sprintf(MAP_EVENT_NAME, "%s", new_map_name); sprintf(map_path, "data/%s.map", new_map_name); load_map(map_path); player.map_x = new_x; player.map_y = new_y; player.pixel_x = player.map_x * GRID_SIZE; player.pixel_y = player.map_y * GRID_SIZE; load_npc(renderer); fade_out(renderer); } } } } } fclose(fp); return 0; } int fade_out(SDL_Renderer *renderer) { SDL_Rect rectangle; SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); rectangle.x = 0; rectangle.y = 0; rectangle.w = SCREEN_WIDTH; rectangle.h = SCREEN_HEIGHT; int i = 200; int inverse_flg = 0; while(1) { SDL_SetRenderDrawColor(renderer, 0, 0, 0, i); SDL_RenderFillRect(renderer, &rectangle); SDL_RenderPresent(renderer); if (inverse_flg == 0 && i <= 255) { i = i + 5; SDL_Delay(80); } if (i == 255) { inverse_flg = 1; } if (inverse_flg == 1) { clac_offset(player.pixel_x, player.pixel_y, &player.offset_x, &player.offset_y); draw_map(renderer); player_animation(renderer); SDL_Delay(20); i = i - 5; if (i == 200) { break; } } } return 0; } int load_map(char *map_name) { FILE *fp; int i = 0; if ((fp = fopen(map_name, "rb")) == NULL) { return 1; } fread(&COL, sizeof(int), 1, fp); fread(&ROW, sizeof(int), 1, fp); fread(&OUT_OF_MAP, sizeof(int), 1, fp); map_array = realloc(map_array, sizeof(int) * COL * ROW); while(!feof(fp)) { fread(&map_array[i++], sizeof(int), 1, fp); } fclose(fp); return 0; } int load_mapchip(SDL_Renderer *renderer) { FILE *fp; int x, y, z; char n[256]; char path[256]; char buf[256]; int i = 0; fp = fopen("data/mapchip.dat", "r"); if (fp == NULL) { printf("file open error. %d\n", __LINE__); return 1; } for(i = 0;fgets(buf, sizeof(buf), fp) != NULL;i++){ sscanf(buf, "%d,%[^,],%d,%d", &x, n, &y, &z); mapchip[i].mapchip_id = x; strcpy(mapchip[i].mapchip_name, n); mapchip[i].movable = y; mapchip[i].change_locate = z; sprintf(path, "image/mapchip/%s.bmp", mapchip[i].mapchip_name); load_image(renderer, &mapchip[i].map_image, path); } number_of_map_image = i - 1; fclose(fp); return 0; } int is_movable(int x, int y) { int i; for(i = 0;i < number_of_npc_image;i++) { if (npc[i].npc.map_x == x && npc[i].npc.map_y == y) { return 1; } } if ( x < 0 || x > COL - 1 || y < 0 || y > ROW - 1) { return 1; } if (mapchip[map_array[y*COL+x]].movable == 1) { return 1; } if(player.map_x == x && player.map_y == y) { return 1; } return 0; } int clac_offset(int x, int y, int *offset_x, int *offset_y) { *offset_x = x - (SCREEN_WIDTH / 2); *offset_y = y - (SCREEN_HEIGHT / 2); return 0; }
実行結果
実行結果はこんな感じ。10個以上のマップチップが使えている。
終わりに
今回はバイナリデータの読込みを行った。ソースコードとしては大した変更は入れていないが これで、気合さえあれば凝ったマップが作れるようになった。次は、メッセージボックスの作成を行っていきたいと思う。