150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
/*
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* TileMapComponent.h
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*
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* Created on: Mar 21, 2020
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* Author: ayoungblood
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*/
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#ifndef SRC_ECS_TILEMAPCOMPONENT_H_
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#define SRC_ECS_TILEMAPCOMPONENT_H_
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#include "ECS.h"
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#include <SDL2/SDL.h>
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#include "../assetmgr/AssetManager.h"
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <tuple>
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#include "../tileson/tileson.hpp"
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//#include "../../libtmx-parser/src/tmxparser.h"
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class TileMapComponent : public Component
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{
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public:
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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//tmxparser::TmxMap map;
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//tileson::Tileson map;
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int globalScale;
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std::vector<SDL_Rect> tileSet;
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std::vector<SDL_Rect> destRects;
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std::vector<std::tuple<int,int>> initialPositions;
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int tileSetTotal;
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std::vector<std::vector<int>> colliders;
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int tilesWide;
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int tilesHigh;
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int tileWidth;
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TileMapComponent() = default;
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~TileMapComponent()
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{
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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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{
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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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if(map->getStatus() == tson::ParseStatus::OK)
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{
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printf("Parsed the map file okay.");
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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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}
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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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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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// =========== 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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/*
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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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srcRect.x = c*map.tilesetCollection[0].tileWidth;
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srcRect.y = r*map.tilesetCollection[0].tileHeight;
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srcRect.w = srcRect.h = map.tileWidth;
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int element = r*map.tilesetCollection[0].colCount+c;
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tileSet[element] = srcRect;
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}
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}
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// =========== Setup Tile Map ============
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destRects.resize(map.width*map.height);
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initialPositions.resize(map.width*map.height);
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for (int r = 0;r<map.height;r++){
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for (int c = 0;c<map.width;c++){
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int elem = c+r*map.width;
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SDL_Rect thisRect = SDL_Rect();
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thisRect.x = c*map.tilesetCollection[0].tileWidth*globalScale;
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thisRect.y = r*map.tilesetCollection[0].tileWidth*globalScale;
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thisRect.w = thisRect.h = map.tileWidth * globalScale;
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std::tuple<int,int> ogPos = std::make_tuple(thisRect.x,thisRect.y);
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initialPositions[elem] = ogPos;
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thisRect.x = thisRect.x-offsetX*globalScale;
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thisRect.y = thisRect.y-offsetY*globalScale;
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destRects[elem] = thisRect;
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colliders[r][c] = map.layerCollection[1].tiles[elem].gid;
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// std::cout << "colliders[" << std::to_string(r) << "][" << std::to_string(c) << "]= " << std::to_string(colliders[r][c]) << std::endl;
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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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void update() override
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{
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// if (Game::gsm->currentState == GameStateManager::ST_COREGAME){
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for (int i=0;i<destRects.size();i++){
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destRects[i].x = std::get<0>(initialPositions[i]) - Game::camera.x;
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destRects[i].y = std::get<1>(initialPositions[i]) - Game::camera.y;
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}
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// }
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}
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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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/* for (int r = 0;r<map.height;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.width;c++){
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int i = r*map.width+c;
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int elem = c+r*map.width;
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int tileToDraw = map.layerCollection[0].tiles[i].gid-1;
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TextureManager::Draw(texture, tileSet[tileToDraw], destRects[elem], SDL_FLIP_NONE);
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if (Game::debugMenu){
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if (map.layerCollection[1].tiles[i].gid != 0) {
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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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}
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void setTex(std::string id)
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{
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texture = Game::assets->GetTexture(id);
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}
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};
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#endif /* SRC_ECS_TILEMAPCOMPONENT_H_ */
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