Fix texture rendering for free cells
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0a94c68195
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8fbcc7e915
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@ -14,6 +14,7 @@ renderer: *Renderer,
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grid_cell_size: i32,
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grid_cell_size: i32,
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grid_pos_x: i32,
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grid_pos_x: i32,
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grid_pos_y: i32,
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grid_pos_y: i32,
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cell_texture: Renderer.Texture,
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pub fn init(renderer: *Renderer) Self {
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pub fn init(renderer: *Renderer) Self {
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var wsize = renderer.getOutputSize();
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var wsize = renderer.getOutputSize();
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@ -26,6 +27,7 @@ pub fn init(renderer: *Renderer) Self {
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.grid_pos_x = grid_pos_x,
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.grid_pos_x = grid_pos_x,
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.grid_pos_y = grid_pos_y,
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.grid_pos_y = grid_pos_y,
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.grid_cell_size = grid_cell_size,
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.grid_cell_size = grid_cell_size,
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.cell_texture = Renderer.Texture.init("res/cell.png"),
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};
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};
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}
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}
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@ -42,22 +44,22 @@ pub fn renderBag(self: *Self, game: Game) void {
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + @as(i32, @intCast(i * piece.structure.len))) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + @as(i32, @intCast(i * piece.structure.len))) * self.grid_cell_size;
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var alpha: u8 = 50;
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if (piece.structure[y][x]) {
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if (piece.structure[y][x]) {
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alpha = 255;
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self.cell_texture.drawTo(new_x, new_y, self.grid_cell_size, self.grid_cell_size, piece.color);
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} else {
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const alpha = 50;
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self.renderer.setColor([_]u8{
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piece.color[0] -| 30, // r
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piece.color[1] -| 30, // g
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piece.color[2] -| 30, // b
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alpha,
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});
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(.{ piece.color[0], piece.color[1], piece.color[2], alpha });
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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}
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}
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self.renderer.setColor([_]u8{
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piece.color[0] -| 30, // r
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piece.color[1] -| 30, // g
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piece.color[2] -| 30, // b
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alpha,
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});
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(.{ piece.color[0], piece.color[1], piece.color[2], alpha });
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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}
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}
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}
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}
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}
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}
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@ -76,22 +78,22 @@ pub fn renderHeld(self: *Self, game: Game) void {
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_y = pos_y + @as(i32, @intCast(y)) * self.grid_cell_size;
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const new_y = pos_y + @as(i32, @intCast(y)) * self.grid_cell_size;
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var alpha: u8 = 50;
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if (held.structure[y][x]) {
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if (held.structure[y][x]) {
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alpha = 255;
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self.cell_texture.drawTo(new_x, new_y, self.grid_cell_size, self.grid_cell_size, held.color);
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} else {
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const alpha = 50;
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self.renderer.setColor([_]u8{
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held.color[0] -| 30, // r
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held.color[1] -| 30, // g
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held.color[2] -| 30, // b
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alpha,
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});
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(.{ held.color[0], held.color[1], held.color[2], alpha });
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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}
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}
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self.renderer.setColor([_]u8{
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held.color[0] -| 30, // r
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held.color[1] -| 30, // g
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held.color[2] -| 30, // b
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alpha,
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});
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(.{ held.color[0], held.color[1], held.color[2], alpha });
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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}
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}
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}
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}
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}
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}
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@ -119,15 +121,7 @@ pub fn renderPiece(self: *Self, piece: Piece) void {
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const new_x = pos_x + (@as(i32, @intCast(x)) + piece.col) * self.grid_cell_size;
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const new_x = pos_x + (@as(i32, @intCast(x)) + piece.col) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + piece.row) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + piece.row) * self.grid_cell_size;
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self.renderer.setColor(.{
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self.cell_texture.drawTo(new_x, new_y, self.grid_cell_size, self.grid_cell_size, piece.color);
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piece.color[0] -| 30,
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piece.color[1] -| 30,
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piece.color[2] -| 30,
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piece.color[3],
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});
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(piece.color);
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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}
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}
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}
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}
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}
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}
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@ -142,10 +136,18 @@ pub fn renderGrid(self: *Self, grid: Grid) void {
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_x = pos_x + @as(i32, @intCast(x)) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + Grid.buffer) * self.grid_cell_size;
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const new_y = pos_y + (@as(i32, @intCast(y)) + Grid.buffer) * self.grid_cell_size;
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// Background
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self.renderer.setColor(color.light_grey);
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self.renderer.setColor(color.light_grey);
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
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self.renderer.setColor(visible[y][x].color);
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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if (visible[y][x].free) {
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// Not dropped
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self.renderer.setColor(visible[y][x].color);
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self.renderer.fillRectangle(new_x + 1, new_y + 1, self.grid_cell_size - 2, self.grid_cell_size - 2);
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} else {
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// Dropped
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self.cell_texture.drawTo(new_x, new_y, self.grid_cell_size, self.grid_cell_size, visible[y][x].color);
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}
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}
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}
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}
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}
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}
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}
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