Added sanity checks to tiles
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@ -52,14 +52,14 @@ public:
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if(map->getStatus() == tson::ParseStatus::OK)
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{
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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::cout << "tsName: " << tsName << std::endl;
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std::string fullPath = tileset->getImage();
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std::cout << "fullPath: " << fullPath << std::endl;
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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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//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, wholePath.c_str());
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@ -123,12 +123,12 @@ public:
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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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//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("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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//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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@ -136,7 +136,7 @@ public:
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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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//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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@ -167,16 +167,20 @@ 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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if(myTile){
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if(!myTile){
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// Found a nullptr, nothing to do or see here, move along
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} else {
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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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// Nothing to see here, just returning a nullptr, move along...
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} else {
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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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