Empezando a trabajar con los nuevos mapas

This commit is contained in:
2022-09-20 21:26:37 +02:00
parent 650df9baaf
commit 378f27a01e
36 changed files with 2873 additions and 938 deletions

View File

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View File

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data/map_old/02.ene Normal file
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89
data/map_old/02.map Normal file
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44
data/map_old/03.ene Normal file
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44
data/map_old/03.map Normal file
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34
data/map_old/03.tmx Normal file
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12
data/map_old/04.map Normal file
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34
data/map_old/04.tmx Normal file
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76
data/map_old/05.map Normal file
View File

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37
data/map_old/05.tmx Normal file
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12
data/map_old/06.map Normal file
View File

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34
data/map_old/06.tmx Normal file
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12
data/map_old/07.map Normal file
View File

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34
data/map_old/07.tmx Normal file
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12
data/map_old/10.map Normal file
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</data>
</layer>
</map>

BIN
data/map_old/surface.png Normal file

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1028
data/map_old/surface.tsx Normal file

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,76 @@
{
"maps": [
{
"fileName": "02.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 0
},
{
"fileName": "01.tmx",
"height": 208,
"width": 320,
"x": -64,
"y": 0
},
{
"fileName": "03.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 208
},
{
"fileName": "04.tmx",
"height": 208,
"width": 320,
"x": -384,
"y": 0
},
{
"fileName": "05.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": 0
},
{
"fileName": "06.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": 208
},
{
"fileName": "07.tmx",
"height": 208,
"width": 320,
"x": 896,
"y": 0
},
{
"fileName": "08.tmx",
"height": 208,
"width": 320,
"x": 896,
"y": -208
},
{
"fileName": "09.tmx",
"height": 208,
"width": 320,
"x": 1216,
"y": -208
},
{
"fileName": "10.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": -208
}
],
"onlyShowAdjacentMaps": false,
"type": "world"
}

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View File

@@ -7,7 +7,6 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
tile_size = 8; tile_size = 8;
map_width = 40; map_width = 40;
map_height = 26; map_height = 26;
tileset_width = 34;
name = file.substr(file.find_last_of("\\/") + 1); name = file.substr(file.find_last_of("\\/") + 1);
enemy_file = ""; enemy_file = "";
bgColor1 = bgColor2 = {0, 0, 0}; bgColor1 = bgColor2 = {0, 0, 0};
@@ -21,6 +20,7 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
texture_tile = new LTexture(); texture_tile = new LTexture();
load(file); load(file);
loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer); loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
tileset_width = texture_tile->getWidth() / tile_size;
// Crea la textura para el mapa de tiles de la habitación // Crea la textura para el mapa de tiles de la habitación
map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
@@ -75,10 +75,11 @@ bool Map::load(std::string file_path)
std::ifstream file2(asset->get(line)); // Abre el fichero tmx std::ifstream file2(asset->get(line)); // Abre el fichero tmx
if (file2.good()) if (file2.good())
{ {
bool data_read = false; bool map1_read = false;
bool map2_read = false;
while (std::getline(file2, line)) // Lee el fichero linea a linea while (std::getline(file2, line)) // Lee el fichero linea a linea
{ {
if (!data_read) if (!map1_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa { // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0; int pos = 0;
do do
@@ -89,7 +90,7 @@ bool Map::load(std::string file_path)
do do
{ // Se introducen los valores separados por comas en un vector { // Se introducen los valores separados por comas en un vector
data_read = true; map1_read = true;
std::getline(file2, line); std::getline(file2, line);
if (line != "</data>") if (line != "</data>")
{ {
@@ -102,6 +103,30 @@ bool Map::load(std::string file_path)
} }
} while (line != "</data>"); } while (line != "</data>");
} }
if (!map2_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map2_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
collisionmap.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
} }
} }
} }
@@ -424,20 +449,20 @@ e_tile_map Map::getTile(SDL_Point p)
const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1))); const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
// Calcula el tile // Calcula el tile
const int tile = tilemap[((y / tile_size) * map_width) + (x / tile_size)]; const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
// Las 8 primeras filas son tiles de fondo // Las 8 primeras filas son tiles de fondo
if (tile >= 0 && tile < 8 * tileset_width) if (tile == 0)
{ {
return nothing; return nothing;
} }
// De la fila 8 a la 15 hay tiles de muro
else if (tile >= (8 * tileset_width) && tile < 16 * tileset_width) else if (tile == 5627)
{ {
return wall; return wall;
} }
// A partir de la fila 16 son tiles atravesables
else else if (tile == 5628)
{ {
return passable; return passable;
} }

View File

@@ -45,6 +45,7 @@ private:
std::string enemy_file; // Fichero con los enemigos para la habitación std::string enemy_file; // Fichero con los enemigos para la habitación
std::string tileset_img; // Imagen con los graficos para la habitación std::string tileset_img; // Imagen con los graficos para la habitación
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación
LTexture *texture_tile; // Textura con los graficos de los tiles habitación LTexture *texture_tile; // Textura con los graficos de los tiles habitación
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
std::vector<Actor *> actors; // Listado con los actores de la habitación std::vector<Actor *> actors; // Listado con los actores de la habitación

View File

@@ -20,7 +20,7 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
w = 16; w = 16;
h = 24; h = 24;
x = 3 * 16; x = 3 * 16;
y = 168; y = 20;
vx = 0; vx = 0;
vy = 0; vy = 0;
lastPosition = {(int)x, (int)y}; lastPosition = {(int)x, (int)y};