Files
projecte_2026/source/game/gameplay/tilemap_renderer.cpp

118 lines
4.4 KiB
C++

#include "tilemap_renderer.hpp"
#include "core/rendering/screen.hpp"
#include "core/rendering/surface.hpp"
#ifdef _DEBUG
#include "core/resources/resource_cache.hpp" // Para Resource::Cache (collision.gif)
#include "core/system/debug.hpp"
#endif
TilemapRenderer::TilemapRenderer(std::vector<int> tile_map, int tile_set_width, std::shared_ptr<Surface> tileset_surface, Uint8 bg_color)
: tile_map_(std::move(tile_map)),
tile_set_width_(tile_set_width),
tileset_surface_(std::move(tileset_surface)),
bg_color_(bg_color) {
map_surface_ = std::make_shared<Surface>(PlayArea::WIDTH, PlayArea::HEIGHT);
}
void TilemapRenderer::initialize(const std::vector<int>& collision_tile_map) {
fillMapTexture(collision_tile_map);
}
void TilemapRenderer::update(float /*delta_time*/) {
// De momento no hay tiles animados; el sistema de conveyor belts antiguo se
// eliminó. Cuando se reimplementen como tipos de tile concretos, irá aquí.
}
void TilemapRenderer::render() {
SDL_FRect dest = {.x = 0, .y = 0, .w = PlayArea::WIDTH, .h = PlayArea::HEIGHT};
map_surface_->render(nullptr, &dest);
}
#ifdef _DEBUG
// Redibuja el tilemap (para actualizar modo debug: pinta collision tilemap o tiles normales)
void TilemapRenderer::redrawMap(const std::vector<int>& collision_tile_map) {
fillMapTexture(collision_tile_map);
}
void TilemapRenderer::setTile(int index, int tile_value) {
if (index < 0 || index >= static_cast<int>(tile_map_.size())) { return; }
tile_map_[index] = tile_value;
int col = index % MAP_WIDTH;
int row = index / MAP_WIDTH;
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
SDL_FRect cell = {.x = static_cast<float>(col * TILE_SIZE), .y = static_cast<float>(row * TILE_SIZE), .w = static_cast<float>(TILE_SIZE), .h = static_cast<float>(TILE_SIZE)};
map_surface_->fillRect(&cell, bg_color_);
if (tile_value > -1) {
SDL_FRect clip = {.x = static_cast<float>((tile_value % tile_set_width_) * TILE_SIZE),
.y = static_cast<float>((tile_value / tile_set_width_) * TILE_SIZE),
.w = static_cast<float>(TILE_SIZE),
.h = static_cast<float>(TILE_SIZE)};
tileset_surface_->render(col * TILE_SIZE, row * TILE_SIZE, &clip);
}
Screen::get()->setRendererSurface(previous_renderer);
}
// Renderiza el collision tilemap superpuesto (modo debug)
static void renderDebugCollisionTilemap(const std::vector<int>& collision_tile_map) {
auto collision_surface = Resource::Cache::get()->getSurface("collision.gif");
if (!collision_surface) { return; }
for (int y = 0; y < Map::HEIGHT; ++y) {
for (int x = 0; x < Map::WIDTH; ++x) {
int index = (y * Map::WIDTH) + x;
if (index >= static_cast<int>(collision_tile_map.size())) { continue; }
int tile = collision_tile_map[index];
if (tile <= 0) { continue; }
SDL_FRect clip = {
.x = static_cast<float>(tile * Tile::SIZE),
.y = 0,
.w = static_cast<float>(Tile::SIZE),
.h = static_cast<float>(Tile::SIZE)};
collision_surface->render(x * Tile::SIZE, y * Tile::SIZE, &clip);
}
}
}
#endif
// Pinta el mapa estático
void TilemapRenderer::fillMapTexture(const std::vector<int>& collision_tile_map) {
auto previous_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(map_surface_);
map_surface_->clear(bg_color_);
SDL_FRect clip = {.x = 0, .y = 0, .w = TILE_SIZE, .h = TILE_SIZE};
for (int y = 0; y < MAP_HEIGHT; ++y) {
for (int x = 0; x < MAP_WIDTH; ++x) {
const int INDEX = (y * MAP_WIDTH) + x;
const bool HAS_TILE = tile_map_[INDEX] > -1;
if (!HAS_TILE) { continue; }
clip.x = (tile_map_[INDEX] % tile_set_width_) * TILE_SIZE;
clip.y = (tile_map_[INDEX] / tile_set_width_) * TILE_SIZE;
#ifdef _DEBUG
if (!Debug::get()->isEnabled()) {
tileset_surface_->render(x * TILE_SIZE, y * TILE_SIZE, &clip);
}
#else
tileset_surface_->render(x * TILE_SIZE, y * TILE_SIZE, &clip);
#endif
}
}
#ifdef _DEBUG
// En modo debug, pintar el collision tilemap en vez de las líneas de colisión antiguas
if (Debug::get()->isEnabled()) {
renderDebugCollisionTilemap(collision_tile_map);
}
#endif
Screen::get()->setRendererSurface(previous_renderer);
}