178 lines
5.5 KiB
C++
178 lines
5.5 KiB
C++
/*
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*
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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 <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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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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tson::Tileson t;
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std::unique_ptr<tson::Map> 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(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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//const std::filesystem::path jsonPath = std::filesystem::u8path(mapPath);
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const std::filesystem::path jsonPath = std::filesystem::u8path("/Users/ayoungblood/Projects/KaijuSaveEarth/assets/maps/kaiju-city-map.json");
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map = t.parse(jsonPath);
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//std::cout << "Trying to load json tile map from: " << jsonPath << std::endl;
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if(map->getStatus() == tson::ParseStatus::OK)
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{
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// printf("Map File Loaded!! \n");
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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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//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 localPath = prependPath + fullPath;
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std::string wholePath = "/Users/ayoungblood/Projects/KaijuSaveEarth/" + localPath;
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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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setTex(texName);
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globalScale = gScale;
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//printf("Added texture for tilemap.\n");
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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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tileWidth = map->getTileSize().x;
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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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tileSet.resize(tileSetTotal);
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int tileSetCols = tileset->getColumns();
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int tileSetRows = tileSetTotal/tileSetCols;
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for (int r=0;r<tileSetRows;r++){
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for (int c=0;c<tileSetCols;c++){
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srcRect.x = c*tileWidth;
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srcRect.y = r*tileWidth;
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srcRect.w = srcRect.h = tileWidth;
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int element = r*tileSetCols+c;
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tileSet[element] = srcRect;
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}
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}
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//printf("Tile Set Setup Completed.\n");
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if(tileLayer->getType() == tson::LayerType::TileLayer)
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{
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destRects.resize(tilesWide*tilesHigh);
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initialPositions.resize(tilesWide*tilesHigh);
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for (int r=0;r<tilesHigh;r++){
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for (int c=0;c<tilesWide;c++){
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int elem = c+r*tilesWide;
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SDL_Rect thisRect = SDL_Rect();
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thisRect.x = c*tileWidth*globalScale;
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thisRect.y = r*tileWidth*globalScale;
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thisRect.w = thisRect.h = 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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}
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}
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destRect.w = destRect.h = tileWidth * gScale;
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}
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//printf("Tilemap setup completed\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() << std::endl;
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}
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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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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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// 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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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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// 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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}
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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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