mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
Merge pull request #84 from VEGO-Engine/tmxlite
Added support for .tmx maps
This commit is contained in:
commit
c19171328d
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -14,3 +14,6 @@
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path = extern/SDL_ttf
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path = extern/SDL_ttf
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url = https://github.com/libsdl-org/SDL_ttf.git
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url = https://github.com/libsdl-org/SDL_ttf.git
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branch = release-2.22.x
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branch = release-2.22.x
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[submodule "extern/tmxlite"]
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path = extern/tmxlite
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url = https://github.com/fallahn/tmxlite.git
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@ -17,10 +17,13 @@ set(SDL2TTF_VENDORED ON)
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set(SDL2_SOURCE_DIR “${ENGINE_SOURCE_DIR}/extern/SDL”)
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set(SDL2_SOURCE_DIR “${ENGINE_SOURCE_DIR}/extern/SDL”)
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set(TMXLITE_STATIC_LIB TRUE)
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add_subdirectory(extern/SDL EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_image EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_image EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_mixer EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_mixer EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_ttf EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_ttf EXCLUDE_FROM_ALL)
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add_subdirectory(extern/tmxlite/tmxlite EXCLUDE_FROM_ALL)
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file(GLOB_RECURSE SOURCES ${ENGINE_SOURCE_DIR}/src/*.cpp)
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file(GLOB_RECURSE SOURCES ${ENGINE_SOURCE_DIR}/src/*.cpp)
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add_library(${PROJECT_NAME} ${SOURCES})
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add_library(${PROJECT_NAME} ${SOURCES})
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@ -33,6 +36,7 @@ target_link_libraries(${PROJECT_NAME} PUBLIC # should be private when all SDL fu
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SDL2_image::SDL2_image-static
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SDL2_image::SDL2_image-static
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SDL2_mixer::SDL2_mixer-static
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SDL2_mixer::SDL2_mixer-static
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SDL2_ttf::SDL2_ttf-static
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SDL2_ttf::SDL2_ttf-static
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tmxlite
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)
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)
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if(CMAKE_BUILD_TYPE MATCHES "Debug")
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if(CMAKE_BUILD_TYPE MATCHES "Debug")
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1
extern/tmxlite
vendored
Submodule
1
extern/tmxlite
vendored
Submodule
@ -0,0 +1 @@
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Subproject commit fcef1a28ade8406e290d5fd168a8950e6996844f
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include <tmxlite/Types.hpp>
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#include <map>
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#include <map>
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#include <string>
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#include <string>
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@ -10,8 +11,6 @@ public:
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Map() = default;
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Map() = default;
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~Map() = default;
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~Map() = default;
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// code comment below is a test for doxygen - do not remove
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/*!
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/*!
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*
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*
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* \brief
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* \brief
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@ -21,6 +20,17 @@ public:
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* \return Boolean for success
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* \return Boolean for success
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*
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*
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*/
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*/
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[[deprecated("ID based text files are not supported anymore, use .txm maps instead")]]
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static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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[[deprecated]]
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static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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/*!
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* \brief Loads a .tmx map
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* \param path Path to the `.tmx` map file
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*
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*/
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static void loadMapTmx(const char* path);
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private:
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static void addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int v, int zIndex, const char* texturePath);
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};
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};
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@ -31,8 +31,12 @@ private:
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uint8_t speed = 100;
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uint8_t speed = 100;
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bool flipped = false;
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bool flipped = false;
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int textureXOffset;
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int textureYOffset;
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public:
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public:
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SpriteComponent(const char* path, int zIndex);
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SpriteComponent(const char* path, int zIndex);
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SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex);
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SpriteComponent(
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SpriteComponent(
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const char* path,
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const char* path,
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bool isAnimated,
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bool isAnimated,
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107
src/Map.cpp
107
src/Map.cpp
@ -1,14 +1,30 @@
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#include "Map.h"
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#include "Map.h"
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#include <algorithm>
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#include <cctype>
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#include <cctype>
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#include <cstdio>
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include <type_traits>
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#include <utility>
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#include <utility>
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#include <vector>
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#include <SDL_error.h>
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#include <SDL_render.h>
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#include <tmxlite/Layer.hpp>
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#include <tmxlite/Map.hpp>
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#include <tmxlite/Tileset.hpp>
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#include <tmxlite/Property.hpp>
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#include <tmxlite/TileLayer.hpp>
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#include "Constants.h"
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#include "Constants.h"
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#include "GameInternal.h"
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#include "GameInternal.h"
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#include "SDL_error.h"
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#include "SpriteComponent.h"
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#include "TextureManager.h"
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#include "TileComponent.h"
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#include "TileComponent.h"
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#include "VEGO.h"
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#include "tmxlite/Types.hpp"
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void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */)
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void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */)
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{
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{
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@ -64,3 +80,92 @@ void Map::addTile(unsigned long id, int x, int y, GameInternal* game, const std:
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if(tile.getComponent<TileComponent>().hasCollision()) tile.addComponent<ColliderComponent>("tile"/*tile.getComponent<TileComponent>().getName().data()*/);
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if(tile.getComponent<TileComponent>().hasCollision()) tile.addComponent<ColliderComponent>("tile"/*tile.getComponent<TileComponent>().getName().data()*/);
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tile.addGroup((size_t)Entity::GroupLabel::MAPTILES);
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tile.addGroup((size_t)Entity::GroupLabel::MAPTILES);
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}
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}
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void Map::loadMapTmx(const char* path)
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{
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tmx::Map map;
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if (!map.load(path)) {
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// TODO: log to console
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}
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const std::vector<tmx::Tileset>& tileSets = map.getTilesets();
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const std::vector<tmx::Layer::Ptr>& mapLayers = map.getLayers();
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const auto mapSize = map.getTileCount();
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const auto mapTileSize = map.getTileSize();
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std::vector<std::string> texturePaths = {};
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for (auto tileSet : tileSets) {
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texturePaths.emplace_back(tileSet.getImagePath());
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}
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for (auto& layer : mapLayers) {
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if (layer->getType() == tmx::Layer::Type::Tile) {
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auto& tileLayer = layer->getLayerAs<tmx::TileLayer>();
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int zIndex = 0;
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const std::vector<tmx::Property>& properties = layer->getProperties();
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auto zIndexIterator = std::find_if(properties.begin(), properties.end(), [](const tmx::Property& property) {
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return property.getName() == "zIndex";
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});
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if (zIndexIterator != properties.end() && std::is_nothrow_convertible<decltype(zIndexIterator->getType()), int>::value) {
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zIndex = zIndexIterator->getIntValue();
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}
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const auto& tiles = tileLayer.getTiles();
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for (auto i = 0u; i < tileSets.size(); i++) {
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auto tilesetTexture = VEGO_Game().textureManager->loadTexture(texturePaths.at(i).c_str());
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tmx::Vector2i textureSize;
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SDL_QueryTexture(tilesetTexture, nullptr, nullptr, &(textureSize.x), &(textureSize.y));
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const auto tileCountX = textureSize.x / mapTileSize.x;
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const auto tileCountY = textureSize.y / mapTileSize.y;
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for (auto idx = 0ul; idx < mapSize.x * mapSize.y; idx++) {
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if (idx >= tiles.size() || tiles[idx].ID < tileSets.at(i).getFirstGID()
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|| tiles[idx].ID >= (tileSets.at(i).getFirstGID() + tileSets.at(i).getTileCount())) {
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continue;
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}
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const auto x = idx % mapSize.x;
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const auto y = idx / mapSize.x;
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auto idIndex = (tiles[idx].ID - tileSets.at(i).getFirstGID());
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int u = idIndex % tileCountX;
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int v = idIndex / tileCountY;
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u *= mapTileSize.x; //TODO we should be using the tile set size, as this may be different from the map's grid size
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v *= mapTileSize.y;
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//normalise the UV
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u /= textureSize.x;
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v /= textureSize.y;
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//vert pos
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const float tilePosX = static_cast<float>(x) * mapTileSize.x;
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const float tilePosY = (static_cast<float>(y) * mapTileSize.y);
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Map::addTile(tilePosX, tilePosY, mapTileSize, u, v, zIndex, texturePaths.at(i).c_str());
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}
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}
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if (layer->getType() == tmx::Layer::Type::Object) {
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// spawn objects
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continue;
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}
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}
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}
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}
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void Map::addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int v, int zIndex, const char* texturePath)
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{
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auto& tile(VEGO_Game().manager.addEntity());
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tile.addComponent<TransformComponent>(x, y, mapTileSize.x, mapTileSize.y, 1);
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tile.addComponent<SpriteComponent>(texturePath, v, u, zIndex); // why does uv need to be reversed?
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}
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@ -15,7 +15,12 @@
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#include "Manager.h"
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#include "Manager.h"
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#include "VEGO.h"
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#include "VEGO.h"
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SpriteComponent::SpriteComponent(const char* path, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager)
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SpriteComponent::SpriteComponent(const char* path, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
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{
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this->texturePath = path;
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}
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SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
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{
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{
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this->texturePath = path;
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this->texturePath = path;
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}
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}
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@ -25,7 +30,7 @@ SpriteComponent::SpriteComponent(
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bool isAnimated,
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bool isAnimated,
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std::map<std::string, std::unique_ptr<Animation>>* animationMap,
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std::map<std::string, std::unique_ptr<Animation>>* animationMap,
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std::string defaultAnimation,
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std::string defaultAnimation,
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int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager)
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int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
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{
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{
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animated = isAnimated;
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animated = isAnimated;
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@ -49,20 +54,22 @@ void SpriteComponent::init()
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this->transform = &entity->getComponent<TransformComponent>();
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this->transform = &entity->getComponent<TransformComponent>();
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this->srcRect.x = this->srcRect.y = 0;
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this->srcRect.w = transform->width;
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this->srcRect.w = transform->width;
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this->srcRect.h = transform->height;
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this->srcRect.h = transform->height;
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this->srcRect.x = this->textureXOffset * this->srcRect.w;
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this->srcRect.y = this->textureYOffset * this->srcRect.h;;
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this->update();
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this->update();
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}
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}
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void SpriteComponent::update()
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void SpriteComponent::update()
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{
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{
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// This code is not compatible for animated tiles
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if (animated) {
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if (animated) {
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srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
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srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
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}
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srcRect.y = animationIndex * transform->height;
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srcRect.y = animationIndex * transform->height;
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}
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this->destRect.x = this->transform->position.x;
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this->destRect.x = this->transform->position.x;
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this->destRect.y = this->transform->position.y;
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this->destRect.y = this->transform->position.y;
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