Simple 2D RPG made in C++ and SFML
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#include "map.h"
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//TileSet::~TileSet() {
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// // @Todo remove all tiles from std::vector<sf::Texture*> tile;
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//}
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Map::Map()
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{
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}
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Map::~Map()
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{
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delete this->tileSet;
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delete this->layer1;
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}
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void Map::Render(sf::RenderWindow* window) {
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sf::Sprite tile;
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int index;
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int width = this->layer1->width;
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int height = this->layer1->height;
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for (int i = 0; i < height; i++) {
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for (int j = 0; j < width; j++) {
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index = this->layer1->data[i][j];
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if(index != 0) {
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tile.setTexture(*this->tileSet->tile[index]);
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tile.setPosition(sf::Vector2f(j * this->tileSet->tileWidth, i * this->tileSet->tileHeight));
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window->draw(tile);
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}
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}
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}
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}
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//void drawMap(sf::RenderWindow* window)
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//{
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// sf::Sprite tile;
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// int itr = 0;
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// int location;
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// int maxWidth = nearbyint((view.getCenter().x + view.getSize().x / 2) / map->tileSet->tileWidth) + 1;
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// int minWidth = nearbyint((view.getCenter().x - view.getSize().x / 2) / map->tileSet->tileWidth) - 1;
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// int maxHeight = nearbyint((view.getCenter().y + view.getSize().y / 2) / map->tileSet->tileHeight) + 1;
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// int minHeight = nearbyint((view.getCenter().y - view.getSize().y / 2) / map->tileSet->tileHeight) - 1;
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// for (int y = minHeight; y < maxHeight; y++)
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// {
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// if (y < 0)
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// {
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// y = 0;
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// }
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// for (int x = minWidth; x < maxWidth; x++)
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// {
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// if (x < 0)
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// {
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// x = 0;
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// }
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// location = map->data[y][x];
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// if (location != 0)
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// {
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// tile.setTexture(*map->tileSet->data[location]);
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// tile.setPosition(sf::Vector2f(x * map->tileSet->tileWidth, y * map->tileSet->tileHeight));
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// window->draw(tile);
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// }
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// itr++;
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// }
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// }
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//}
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