More work on Tileson integration
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@ -42,37 +42,65 @@ public:
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SDL_DestroyTexture(texture);
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}
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TileMapComponent(/*tileson::Tileson loadedMap,*/ int gScale, int offsetX, int offsetY)
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TileMapComponent(std::string mapPath, int gScale, int offsetX, int offsetY)
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{
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// ***********************************************************************************
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// TILESON ~~~~~~~~~~~
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tson::Tileson t;
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std::unique_ptr<tson::Map> map = t.parse(fs::path("../../assets/maps/testmap.json"));
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const std::filesystem::path jsonPath = std::filesystem::u8path(mapPath);
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std::unique_ptr<tson::Map> map = t.parse(jsonPath);
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std::cout << jsonPath << std::endl;
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if(map->getStatus() == tson::ParseStatus::OK)
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{
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printf("Parsed the map file okay.");
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printf("Tileson successfully parsed the tilemap\n");
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std::cout << map->getStatusMessage() << std::endl;
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//Gets the layer called "Object Layer" from the "ultimate_demo.json map
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tson::Layer *objectLayer = map->getLayer("Object Layer"); //This is an Object Layer
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//tson::Layer *tileLayer = map->getLayer("Tile Layer 1"); //This is an Object Layer
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//Example from a Tile Layer
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//I know for a fact that this is a Tile Layer, but you can check it this way to be sure.
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//if(tileLayer->getType() == tson::LayerType::TileLayer)
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//{
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//pos = position in tile units
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// printf("Tileson found layer of tiles");
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// for(auto &[pos, tileObject] : tileLayer->getTileObjects()) //Loops through absolutely all existing tileObjects
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// {
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// tson::Tileset *tileset = tileObject.getTile()->getTileset();
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// tson::Rect drawingRect = tileObject.getDrawingRect();
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// tson::Vector2f position = tileObject.getPosition();
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// //printf("X: %f, Y: %f\n",position.x,position.y);
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// }
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//}
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}
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// *******************************************************************************************
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/*map = loadedMap;
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std::string texturePath = "assets/textures/tiles/" + loadedMap.tilesetCollection[0].name + ".png";
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Game::assets->AddTexture(map.tilesetCollection[0].name, texturePath.c_str());
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setTex(map.tilesetCollection[0].name);
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//map = loadedMap;
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tson::Tileset *tileset = map->getTileset("br-tiles");
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std::cout << "Image Path: " << tileset->getImage() << std::endl;
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//tson::Tile *tile = tileset->getTile(1);
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//std::string myTexPath = tile->getImage();
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//tson::Layer *tileLayer = map->getLayer("Tile Layer 1"); //This is an Object Layer
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//std::cout << "\nTexturePath: \n" << myTexPath << "\n" << std::endl;
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//std::string texturePath = "assets/textures/tiles/" + loadedMap.tilesetCollection[0].name + ".png";
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//Game::assets->AddTexture(map.tilesetCollection[0].name, texturePath.c_str());
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//setTex(map.tilesetCollection[0].name);
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globalScale = gScale;
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colliders.resize(map.height, std::vector<int>(map.width, 0));
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tilesWide = map.width;
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tilesHigh = map.height;
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tileWidth = map.tileWidth;
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//colliders.resize(map.height, std::vector<int>(map.width, 0));
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tilesWide = map->getSize().x;
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//printf("tilesWide: %d\n",tilesWide);
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tilesHigh = map->getSize().y;
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//printf("tilesHigh: %d\n",tilesHigh);
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tileWidth = map->getTileSize().x;
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//printf("tileSizeWidth: %d\n",tileWidth);
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// =========== Setup Tile Set ===========
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tileSetTotal = map.tilesetCollection[0].colCount*map.tilesetCollection[0].rowCount;*/
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tileSet.resize(tileSetTotal);
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//tileSetTotal = map.tilesetCollection[0].colCount*map.tilesetCollection[0].rowCount;
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//tileSet.resize(tileSetTotal);
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/*
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for (int r=0;r<map.tilesetCollection[0].rowCount;r++){
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for (int c=0;c<map.tilesetCollection[0].colCount;c++){
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@ -104,7 +132,13 @@ if(map->getStatus() == tson::ParseStatus::OK)
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}
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}
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destRect.w = destRect.h = map.tileWidth * gScale;
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*/}
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*/
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} else {
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printf("Failed to load Tileson map\n");
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std::cout << map->getStatusMessage();
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//printf(map->getStatus());
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}
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}
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void update() override
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{
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@ -243,48 +243,49 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
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player.addComponent<KeyboardController>();
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player.addGroup(groupPlayers);
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gameScene.addComponent<TileMapComponent>(/*map,*/gScale,player.getComponent<TransformComponent>().position.x+player.getComponent<TransformComponent>().width/2,player.getComponent<TransformComponent>().position.y+player.getComponent<TransformComponent>().height/2); //150,100
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gameScene.addComponent<TileMapComponent>("assets/maps/testmap.json",gScale,player.getComponent<TransformComponent>().position.x+player.getComponent<TransformComponent>().width/2,player.getComponent<TransformComponent>().position.y+player.getComponent<TransformComponent>().height/2); //150,100
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gameScene.addGroup(groupMap);
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// ---------------------------------------
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// Tileson tryout
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printf("\nTrying out Tileson, does it work?\n");
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//
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//
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tson::Map myMap;
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//std::string jsonStr = "assets/maps/testmap.json";
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const char * jsonStr = "assets/maps/testmap.json";
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const std::filesystem::path jsonPath = std::filesystem::u8path(jsonStr);
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std::unique_ptr<tson::Map> map = t.parse(jsonPath);
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//myMap.parse("./assets/maps/testmap.json");
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// std::unique_ptr<tson::Map> map = t.parse(tson_files::_ULTIMATE_TEST_JSON, tson_files::_ULTIMATE_TEST_JSON_SIZE);
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std::cout << jsonPath << std::endl;
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if(map->getStatus() == tson::ParseStatus::OK)
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{
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printf("Tileson successfully parsed the tilemap\n");
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std::cout << map->getStatusMessage();
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//Gets the layer called "Object Layer" from the "ultimate_demo.json map
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// printf("\nTrying out Tileson, does it work?\n");
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// //
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// //
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// tson::Map myMap;
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// //std::string jsonStr = "assets/maps/testmap.json";
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// const char * jsonStr = "assets/maps/testmap.json";
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// const std::filesystem::path jsonPath = std::filesystem::u8path(jsonStr);
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// std::unique_ptr<tson::Map> map = t.parse(jsonPath);
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// //myMap.parse("./assets/maps/testmap.json");
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// // std::unique_ptr<tson::Map> map = t.parse(tson_files::_ULTIMATE_TEST_JSON, tson_files::_ULTIMATE_TEST_JSON_SIZE);
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// std::cout << jsonPath << std::endl;
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// if(map->getStatus() == tson::ParseStatus::OK)
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// {
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// printf("Tileson successfully parsed the tilemap\n");
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// std::cout << map->getStatusMessage();
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// //Gets the layer called "Object Layer" from the "ultimate_demo.json map
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// tson::Layer *tileLayer = map->getLayer("Tile Layer 1"); //This is an Object Layer
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//Example from a Tile Layer
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//I know for a fact that this is a Tile Layer, but you can check it this way to be sure.
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//
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// //Example from a Tile Layer
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// //I know for a fact that this is a Tile Layer, but you can check it this way to be sure.
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// if(tileLayer->getType() == tson::LayerType::TileLayer)
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// {
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// //pos = position in tile units
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// printf("Tileson found layer of tiles");
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// /*for(auto &[pos, tileObject] : tileLayer->getTileObjects()) //Loops through absolutely all existing tileObjects
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// for(auto &[pos, tileObject] : tileLayer->getTileObjects()) //Loops through absolutely all existing tileObjects
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// {
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// tson::Tileset *tileset = tileObject.getTile()->getTileset();
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// tson::Rect drawingRect = tileObject.getDrawingRect();
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// tson::Vector2f position = tileObject.getPosition();
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// }*/
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// printf("X: %f, Y: %f\n",position.x,position.y);
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// }
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// }
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//
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// } else {
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// printf("Failed to load Tileson map\n");
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// std::cout << map->getStatusMessage();
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// //printf(map->getStatus());
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// }
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} else {
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printf("Failed to load Tileson map\n");
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std::cout << map->getStatusMessage();
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//printf(map->getStatus());
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}
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playerPosition = Vector2D().Zero();
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pVel = Vector2D().Zero();
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