Browse Source

Add Map and MapLoad

master
Riyyi 10 years ago
parent
commit
46b4baf0d6
  1. 2
      src/entitymanager.h
  2. 8
      src/gamestate.h
  3. 5
      src/main.cpp
  4. 13
      src/map.cpp
  5. 80
      src/map.h
  6. 93
      src/mapload.cpp
  7. 22
      src/mapload.h
  8. 8
      src/rpg.pro
  9. 10
      src/state/maingame.cpp
  10. 2
      src/state/maingame.h

2
src/entitymanager.h

@ -46,7 +46,7 @@ public:
if (this->collisionsEvent != NULL) {
for (auto& iterator2 : this->entities) {
if (iterator != iterator2) {
if (iterator.second->Collision(iterator2.second)) {
if(iterator.second->Collision(iterator2.second)) {
this->collisionsEvent(iterator.second, iterator2.second);
}
}

8
src/gamestate.h

@ -19,10 +19,10 @@ public:
}
};
class GameStateParent
class GameStateManager
{
public:
GameStateParent() {
GameStateManager() {
this->state = NULL;
}
@ -53,7 +53,7 @@ public:
}
}
~GameStateParent() {
~GameStateManager() {
if(this->state != NULL) {
this->state->Destroy(this->window);
}
@ -65,7 +65,7 @@ private:
GameState* state;
};
extern GameStateParent gameState;
extern GameStateManager gameState;
#endif // GAMESTATE

5
src/main.cpp

@ -4,7 +4,7 @@
#include "state/maingame.h"
InputManager inputManager;
GameStateParent gameState;
GameStateManager gameState;
int main()
{
@ -16,7 +16,8 @@ int main()
settings.antialiasingLevel = 16;
sf::RenderWindow window(sf::VideoMode(1280, 720), gameName, windowStyle, settings);
window.setVerticalSyncEnabled(true);
//window.setVerticalSyncEnabled(true);
window.setFramerateLimit(60);
gameState.SetWindow(&window);
gameState.SetState(new MainGame());

13
src/map.cpp

@ -0,0 +1,13 @@
#include "map.h"
Map::Map()
{
}
Map::~Map()
{
delete this->tileSet;
delete this->layer1;
}

80
src/map.h

@ -0,0 +1,80 @@
#ifndef MAP_H
#define MAP_H
#include <iostream>
#include <vector>
class TileSet
{
public:
//TileSet();
//~TileSet();
// "firstgid":1,
std::string image;
int imageHeight;
int imageWidth;
// "margin":0,
// "name":"Tilesheet",
// "properties":
// {
// },
// "spacing":0,
int tileHeight;
int tileWidth;
// "transparentcolor":"#ffffff"
// @Todo save all tile textures with pointers
// map->tileSet.tile[1];
std::vector<int> tile;
};
class Layer
{
public:
//Layer();
//~Layer();
std::vector<std::vector<int>> data;
int height;
// name
// opacity
// type
bool visible;
int width;
int x;
int y;
};
class Map
{
public:
Map();
~Map();
// Global
int height;
Layer* layer1;
// "nextobjectid":1,
// "orientation":"orthogonal",
// "properties":
// {
// },
// "renderorder":"right-down",
int tileheight;
TileSet* tileSet;
int tilewidth;
// "version":1,
int width;
};
//sf::Sprite* sprite;
//for()
//{
// Sprite sf::Texture = tile.texture
// sprire->setPosition(sf:vector2i); 5 * 32, 4 * 32
// window->draw(*sprite);
//}
#endif // MAP_H

93
src/mapload.cpp

@ -0,0 +1,93 @@
#include "mapload.h"
MapLoad::MapLoad()
{
}
MapLoad::~MapLoad()
{
}
void MapLoad::GetFile(std::string* content, std::string mapName) {
// Get the content of the map file and append it to content
std::ifstream openFile(mapName);
if (openFile.is_open())
{
std::string ifStream;
while (!openFile.eof())
{
openFile >> ifStream;
*content += ifStream;
}
openFile.close();
}
else {
std::cout << "MapLoad:GetFile | Couldn't open file: " << mapName << std::endl;
}
}
void MapLoad::Parser(std::string* content, Map* map) {
// 1. Parse a JSON string into DOM.
rapidjson::Document document;
document.Parse(content->c_str());
// Process map
// TILESET
TileSet* tileSet = new TileSet();
tileSet->image = document["tilesets"][0]["image"].GetString();
tileSet->imageHeight = document["tilesets"][0]["imageheight"].GetInt();
tileSet->imageWidth = document["tilesets"][0]["imagewidth"].GetInt();
tileSet->tileHeight = document["tilesets"][0]["tileheight"].GetInt();
tileSet->tileWidth = document["tilesets"][0]["tilewidth"].GetInt();
int height = document["layers"][0]["height"].GetInt();
int width = document["layers"][0]["width"].GetInt();
// LAYER 1
Layer* layer = new Layer();
const rapidjson::Value& mapArray = document["layers"][0]["data"];
assert(mapArray.IsArray());
int y = 0;
for (int i = 0; i < height; i++) {
std::vector<int> row;
for (int j = 0; j < width; j++) {
row.push_back(mapArray[y].GetInt());
y++;
}
layer->data.push_back(row);
}
layer->height = height;
layer->visible = document["layers"][0]["visible"].GetBool();
layer->width = width;
layer->x = document["layers"][0]["x"].GetInt();
layer->y = document["layers"][0]["y"].GetInt();
// MAP
map->height = document["layers"][0]["height"].GetInt();
map->layer1 = layer;
map->tileheight = document["tileheight"].GetInt();
map->tileSet = tileSet;
map->tilewidth = document["tilewidth"].GetInt();
map->width = document["layers"][0]["width"].GetInt();
// for (int i = 0; i < map->data1.size(); i++) {
// for (int j = 0; j < width; j++) {
// std::cout << map->data1[i][j] << std::endl;
// }
// }
}
void MapLoad::Load(Map* map, std::string mapName) {
std::string content;
GetFile(&content, mapName);
Parser(&content, map);
}

22
src/mapload.h

@ -0,0 +1,22 @@
#ifndef MAPLOAD_H
#define MAPLOAD_H
#include <iostream>
#include <fstream>
#include <rapidjson/document.h>
#include "map.h"
class MapLoad
{
public:
MapLoad();
~MapLoad();
void GetFile(std::string* content, std::string mapName);
void Parser(std::string* content, Map* map);
void Load(Map* map, std::string mapName);
};
#endif // MAPLOAD_H

8
src/rpg.pro

@ -19,11 +19,15 @@ TEMPLATE = app
SOURCES += main.cpp \
inputmanager.cpp \
state/maingame.cpp
state/maingame.cpp \
mapload.cpp \
map.cpp
HEADERS += \
inputmanager.h \
entity.h \
entitymanager.h \
gamestate.h \
state/maingame.h
state/maingame.h \
mapload.h \
map.h

10
src/state/maingame.cpp

@ -5,13 +5,19 @@ void UpdateCollisions(Entity* entityA, Entity* entityB) {
}
void MainGame::Initialize(sf::RenderWindow* window) {
entityManager = new EntityManager();
entityManager->SetCollisionMethod(UpdateCollisions);
this->entityManager = new EntityManager();
this->entityManager->SetCollisionMethod(UpdateCollisions);
// Add entities
this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png"));
this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png"));
this->entityManager->Get("test0")->velocity.x = 0.5;
this->entityManager->Get("test")->setPosition(sf::Vector2f(50, 50));
// Load map
this->map = new Map();
MapLoad mapLoad;
mapLoad.Load(this->map, "data\\map\\level1.json");
}
void MainGame::Update(sf::RenderWindow* window) {

2
src/state/maingame.h

@ -6,6 +6,7 @@
#include "gamestate.h"
#include "entitymanager.h"
#include "inputmanager.h"
#include "mapload.h"
class MainGame : public GameState
{
@ -17,6 +18,7 @@ public:
private:
EntityManager* entityManager;
Map* map;
};
#endif // MAINGAME_H

Loading…
Cancel
Save