New tileset & map; todo fix tile sanity check
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@ -42,7 +42,7 @@ public:
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SDL_DestroyTexture(texture);
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}
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TileMapComponent(std::string mapPath, int gScale, int offsetX, int offsetY)
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TileMapComponent(std::string mapPath, std::string tsName, std::string tileLayerName, std::string collisionLayerName, int gScale, int offsetX, int offsetY)
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{
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// TILESON ~~~~~~~~~~~
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@ -51,18 +51,22 @@ public:
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if(map->getStatus() == tson::ParseStatus::OK)
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{
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tson::Tileset *tileset = map->getTileset("br-tiles");
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tson::Tileset *tileset = map->getTileset(tsName);
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std::cout << "tsName: " << tsName << std::endl;
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std::string fullPath = tileset->getImage();
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size_t charPos = fullPath.find("assets");
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fullPath.erase(0,charPos);
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tson::Layer *tileLayer = map->getLayer("Tile Layer 1"); //This is a Layer
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std::cout << "fullPath: " << fullPath << std::endl;
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//size_t charPos = fullPath.find("assets");
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//fullPath.erase(0,charPos);
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std::string prependPath = std::string("assets/maps/");
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std::string wholePath = prependPath + fullPath;
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std::cout << "fullPath: " << wholePath << std::endl;
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tson::Layer *tileLayer = map->getLayer(tileLayerName); //This is a Layer
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std::string texName = tileLayer->getName();
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Game::assets->AddTexture(texName, fullPath.c_str());
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Game::assets->AddTexture(texName, wholePath.c_str());
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setTex(texName);
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globalScale = gScale;
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tson::Layer *collisionLayer = map->getLayer("Collision");
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tson::Layer *collisionLayer = map->getLayer(collisionLayerName);
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tilesWide = map->getSize().x;
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tilesHigh = map->getSize().y;
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@ -71,7 +75,7 @@ public:
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Game::levelMap.w = tilesWide*tileWidth*globalScale;
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Game::levelMap.h = tilesHigh*tileWidth*globalScale;
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// printf("First phase tile map init done, moving to Tileset\n");
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// =========== Setup Tile Set ===========
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tileSetTotal = tileset->getTileCount();
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@ -109,7 +113,31 @@ public:
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}
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destRect.w = destRect.h = tileWidth * gScale;
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}
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tson::Layer *myLayer = map->getLayer("Tile Layer 1");
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for (int r = 0;r<map->getSize().y;r++){
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// Next cycle through each column or tile in that row:
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for (int c = 0;c<map->getSize().x;c++){
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int i = r*map->getSize().x+c;
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int elem = c+r*map->getSize().x;
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tson::Tile *myTile = myLayer->getTileData(c,r);
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int tid = myTile->getId()-1;
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//std::cout << myLayer->getTileData(1,1)->getId() << std::endl;
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// TextureManager::Draw(texture, tileSet[tid], destRects[elem], SDL_FLIP_NONE);
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std::cout << "c,r: " << c << ", " << r << std::endl;
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if(!tid){
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printf("got nullptr\n");
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// printf("found valid tid\n");
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} else {
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std::cout << "tid: " << tid << std::endl;
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}
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//std::cout << " elem: " << elem << std::endl;
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//std::cout << "i" << i << std::endl;
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}
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}
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// tson::Tile *testTile = myLayer->getTileData(0,4);
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// int myTid = testTile->getId()-1;
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printf("Completed tilemap init\n");
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//std::cout << "destRects.size " << destRects.size() << std::endl;
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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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@ -130,7 +158,7 @@ public:
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void draw() override
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{
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//iterate through rows and columns of the map to draw the tiles
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// First cycle through rows
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//First cycle through rows
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tson::Layer *myLayer = map->getLayer("Tile Layer 1");
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tson::Layer *collisionLayer = map->getLayer("Collision");
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for (int r = 0;r<map->getSize().y;r++){
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@ -139,14 +167,16 @@ public:
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int i = r*map->getSize().x+c;
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int elem = c+r*map->getSize().x;
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tson::Tile *myTile = myLayer->getTileData(c,r);
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int tid = myTile->getId()-1;
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int tileToDraw = tid;
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TextureManager::Draw(texture, tileSet[tileToDraw], destRects[elem], SDL_FLIP_NONE);
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if(myTile){
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int tid = myTile->getId()-1;
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int tileToDraw = tid;
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TextureManager::Draw(texture, tileSet[tileToDraw], destRects[elem], SDL_FLIP_NONE);
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}
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if (Game::debugMenu){
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if (collisionLayer->getTileData(c,r)) {
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SDL_SetRenderDrawColor(Game::renderer,255,0,255,134);
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SDL_RenderDrawRect(Game::renderer, &destRects[elem]);
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}
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// if (collisionLayer->getTileData(c,r)) {
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// SDL_SetRenderDrawColor(Game::renderer,255,0,255,134);
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// SDL_RenderDrawRect(Game::renderer, &destRects[elem]);
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// }
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}
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}
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}
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