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184 lines
5.3 KiB
184 lines
5.3 KiB
#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->ground2 = new Layer(); |
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this->ground3 = new Layer(); |
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this->above1 = new Layer(); |
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this->above2 = new Layer(); |
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this->above3 = 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::CheckCollision(Entity *entity) { |
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// Get check section |
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sf::Vector2f checkWidth = sf::Vector2f( |
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(int)entity->getPosition().x / this->tileSet->tileWidth, |
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(int)entity->getPosition().x / this->tileSet->tileWidth + 3 |
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); |
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sf::Vector2f checkHeight = sf::Vector2f( |
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(int)entity->getPosition().y / this->tileSet->tileWidth, |
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(int)entity->getPosition().y / this->tileSet->tileWidth + 3 |
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); |
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// Check collision |
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int index; |
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sf::Sprite tile; |
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bool collided = false; |
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sf::Vector2i collidedTile; |
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for (int y = checkHeight.x; y < checkHeight.y; y++) { |
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for (int x = checkWidth.x; x < checkWidth.y; x++) { |
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index = this->collision->data[y][x]; |
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// If collision tile |
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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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// Rotate oblique collisions |
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// if(i == 1) { |
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// switch(x) { |
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// case 3: |
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// break; |
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// case 4: |
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// break; |
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// case 5: |
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// break; |
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// } |
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// } |
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if (tile.getGlobalBounds().intersects(entity->getGlobalBounds())) { |
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collided = true; |
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collidedTile.x = x; |
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collidedTile.y = y; |
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break; |
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} |
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} |
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} |
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} |
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// Move back if entity collided |
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if(collided) { |
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// Get Entities center x, y position; |
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sf::Vector2f entityCenter = sf::Vector2f( |
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(int)((entity->getPosition().x + entity->getGlobalBounds().width / 2) / this->tileSet->tileWidth), |
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(int)((entity->getPosition().y + entity->getGlobalBounds().height / 2) / this->tileSet->tileHeight) |
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); |
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// DOWN_RIGHT |
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if(collidedTile.x > entityCenter.x + 1 |
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&& collidedTile.y > entityCenter.y + 1) { |
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} |
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// UP_RIGHT |
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else if(collidedTile.x > entityCenter.x + 1 |
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&& collidedTile.y < entityCenter.y - 1) { |
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} |
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// UP_LEFT |
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else if(collidedTile.x < entityCenter.x - 1 |
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&& collidedTile.y < entityCenter.y - 1) { |
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} |
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// DOWN_LEFT |
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else if(collidedTile.x < entityCenter.x - 1 |
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&& collidedTile.y > entityCenter.y + 1) { |
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} |
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// RIGHT |
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if(collidedTile.x > entityCenter.x |
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&& collidedTile.y == entityCenter.y) { |
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entity->velocity.x -= entity->velocity.x * 2; |
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} |
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// LEFT |
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if(collidedTile.x < entityCenter.x |
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&& collidedTile.y == entityCenter.y) { |
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} |
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// DOWN |
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if(collidedTile.x == entityCenter.x |
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&& collidedTile.y > entityCenter.y) { |
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} |
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// UP |
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if(collidedTile.x == entityCenter.x |
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&& collidedTile.y < entityCenter.y) { |
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entity->velocity.y -= entity->velocity.y * 2; |
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} |
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entity->move(entity->velocity.x, entity->velocity.y); |
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} |
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} |
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void Map::RenderGround(sf::RenderWindow *window) { |
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Layer* layer = this->ground1; |
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this->Render(window, layer); |
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layer = this->ground2; |
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this->Render(window, layer); |
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layer = this->ground3; |
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this->Render(window, layer); |
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} |
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void Map::RenderAbove(sf::RenderWindow *window) { |
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Layer* layer = this->above1; |
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this->Render(window, layer); |
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layer = this->above2; |
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this->Render(window, layer); |
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layer = this->above3; |
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this->Render(window, layer); |
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// layer = this->collision; |
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// this->Render(window, layer); |
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} |
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void Map::Render(sf::RenderWindow *window, Layer *layer) { |
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// Get render section |
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sf::Vector2f renderWidth = sf::Vector2f( |
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(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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); |
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sf::Vector2f renderHeight = sf::Vector2f( |
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(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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); |
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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 = layer->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->ground2; |
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delete this->ground3; |
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delete this->above1; |
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delete this->above2; |
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delete this->above3; |
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delete this->collision; |
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}
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