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#include "map.h"
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void TileSet::Clear() {
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while (this->tile.size() > 0) {
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delete this->tile[this->tile.size() - 1];
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this->tile.pop_back();
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}
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}
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TileSet::~TileSet() {
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this->Clear();
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}
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Map::Map() {
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this->ground1 = new Layer();
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this->above1 = new Layer();
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this->collision = new Layer();
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this->tileSet = new TileSet();
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}
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void Map::Render(sf::RenderWindow* window) {
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// Get render section
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sf::Vector2f renderWidth = sf::Vector2f((window->getView().getCenter().x - window->getSize().x / 2) / this->tilewidth,
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(window->getView().getCenter().x + window->getSize().x / 2) / this->tilewidth);
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sf::Vector2f renderHeight = sf::Vector2f((window->getView().getCenter().y - window->getSize().y / 2) / this->tileheight,
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(window->getView().getCenter().y + window->getSize().y / 2) / this->tileheight);
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// Render map
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int index;
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sf::Sprite tile;
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for (int y = renderHeight.x; y < renderHeight.y; y++) {
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for (int x = renderWidth.x; x < renderWidth.y; x++) {
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index = this->ground1->data[y][x];
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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(x * this->tileSet->tileWidth, y * 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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Map::~Map() {
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delete this->tileSet;
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delete this->ground1;
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delete this->above1;
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delete this->collision;
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}
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