diff --git a/data/map/01.map b/data/map/01.map index 2296a6f..a4c445b 100644 --- a/data/map/01.map +++ b/data/map/01.map @@ -38,7 +38,7 @@ animation=diamond.ani width=16 height=16 x=33 -y=14 +y=9 [/diamond] [/actors] \ No newline at end of file diff --git a/data/map/01.tmx b/data/map/01.tmx index c749e33..9c7d66c 100644 --- a/data/map/01.tmx +++ b/data/map/01.tmx @@ -1,10 +1,15 @@ - + - + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 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5627,0,483,483,483,483,483,483,483,483,484,0,0,0,0,0,0,0,0,41,42,0,0,0,0,0,0,0,0,0,482,483,483,483,483,5627,483,483,0,0, diff --git a/source/map.cpp b/source/map.cpp index b0980ef..c5a152b 100644 --- a/source/map.cpp +++ b/source/map.cpp @@ -21,10 +21,14 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it texture_tile = new LTexture(renderer, asset->get(tileset_img)); tileset_width = texture_tile->getWidth() / tile_size; - // 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); - if (map_texture == NULL) - printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError()); + // Crea las texturas para dibujar el mapa + map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); + if (map_layer0 == NULL) + printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError()); + + map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); + if (map_layer1 == NULL) + printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError()); // Pinta el mapa de la habitación en la textura fillMapTexture(); @@ -37,7 +41,7 @@ Map::~Map() texture_tile->unload(); delete texture_tile; - SDL_DestroyTexture(map_texture); + SDL_DestroyTexture(map_layer1); for (auto actor : actors) { @@ -74,11 +78,12 @@ bool Map::load(std::string file_path) std::ifstream file2(asset->get(line)); // Abre el fichero tmx if (file2.good()) { - bool map1_read = false; - bool map2_read = false; + bool map_col_read = false; + bool map_l0_read = false; + bool map_l1_read = false; while (std::getline(file2, line)) // Lee el fichero linea a linea { - if (!map1_read) + if (!map_l0_read) { // Lee lineas hasta que encuentre donde empiezan los datos del mapa int pos = 0; do @@ -89,7 +94,7 @@ bool Map::load(std::string file_path) do { // Se introducen los valores separados por comas en un vector - map1_read = true; + map_l0_read = true; std::getline(file2, line); if (line != "") { @@ -97,12 +102,13 @@ bool Map::load(std::string file_path) std::string tmp; while (getline(ss, tmp, ',')) { - tilemap.push_back(std::stoi(tmp)); + tilemap_l0.push_back(std::stoi(tmp)); } } } while (line != ""); } - if (!map2_read) + + if (!map_l1_read) { // Lee lineas hasta que encuentre donde empiezan los datos del mapa int pos = 0; do @@ -113,7 +119,32 @@ bool Map::load(std::string file_path) do { // Se introducen los valores separados por comas en un vector - map2_read = true; + map_l1_read = true; + std::getline(file2, line); + if (line != "") + { + std::stringstream ss(line); + std::string tmp; + while (getline(ss, tmp, ',')) + { + tilemap_l1.push_back(std::stoi(tmp)); + } + } + } while (line != ""); + } + + if (!map_col_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 + map_col_read = true; std::getline(file2, line); if (line != "") { @@ -365,54 +396,70 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var // Crea la textura con el mapeado de la habitación void Map::fillMapTexture() { - SDL_SetRenderTarget(renderer, map_texture); - SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND); - SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); - SDL_RenderClear(renderer); - - // Dibuja el degradado de fondo - const int num_lines = 208; - - for (int i = 0; i < num_lines; i++) - { - float step = ((float)i / (float)num_lines); - int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step); - int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step); - int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step); - SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF); - SDL_RenderDrawLine(renderer, 0, i, 319, i); - } - - // Dibuja el mapeado de tiles + // Crea variables SDL_Rect clip = {0, 0, tile_size, tile_size}; - for (int y = 0; y < map_height; y++) - for (int x = 0; x < map_width; x++) + // Rellena la capa 0 + { + SDL_SetRenderTarget(renderer, map_layer0); + SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND); + SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); + SDL_RenderClear(renderer); + + // Dibuja el degradado de fondo + const int num_lines = 208; + + for (int i = 0; i < num_lines; i++) { - // Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0. - // El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1 - // con lo que esta pintando desde fuera de la textura - clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size; - clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size; - texture_tile->render(renderer, x * tile_size, y * tile_size, &clip); + float step = ((float)i / (float)num_lines); + int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step); + int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step); + int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step); + SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF); + SDL_RenderDrawLine(renderer, 0, i, 319, i); } - // Dibuja el degradado del marcador - int color = 105; - for (int i = 208; i < 240; i++) - { - SDL_SetRenderDrawColor(renderer, 0x69, color, 0x69, 0xFF); - SDL_RenderDrawLine(renderer, 0, i, 320, i); - color--; + // Dibuja el mapeado de tiles + for (int y = 0; y < map_height; y++) + for (int x = 0; x < map_width; x++) + { + // Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0. + // El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1 + // con lo que esta pintando desde fuera de la textura + clip.x = ((tilemap_l0[(y * map_width) + x] - 1) % tileset_width) * tile_size; + clip.y = ((tilemap_l0[(y * map_width) + x] - 1) / tileset_width) * tile_size; + texture_tile->render(renderer, x * tile_size, y * tile_size, &clip); + } + + // Dibuja el degradado del marcador + int color = 105; + for (int i = 208; i < 240; i++) + { + SDL_SetRenderDrawColor(renderer, 0x69, color, 0x69, 0xFF); + SDL_RenderDrawLine(renderer, 0, i, 320, i); + color--; + } } - // Dibuja el marco del marcador - // SDL_SetRenderDrawColor(renderer, 85, 50, 85, 0xFF); - // SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF); - // SDL_Rect rect = {0, 208, 320, 32}; - // SDL_RenderDrawRect(renderer, &rect); - // rect = {1, 209, 318, 30}; - // SDL_RenderDrawRect(renderer, &rect); + // Rellena la capa 1 + { + SDL_SetRenderTarget(renderer, map_layer1); + SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND); + SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); + SDL_RenderClear(renderer); + + // Dibuja el mapeado de tiles + for (int y = 0; y < map_height; y++) + for (int x = 0; x < map_width; x++) + { + // Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0. + // El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1 + // con lo que esta pintando desde fuera de la textura + clip.x = ((tilemap_l1[(y * map_width) + x] - 1) % tileset_width) * tile_size; + clip.y = ((tilemap_l1[(y * map_width) + x] - 1) / tileset_width) * tile_size; + texture_tile->render(renderer, x * tile_size, y * tile_size, &clip); + } + } // Vuelve a colocar el renderizador SDL_SetRenderTarget(renderer, nullptr); @@ -423,7 +470,8 @@ void Map::render() { // Dibuja la textura con el mapa en pantalla SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT}; - SDL_RenderCopy(renderer, map_texture, &rect, NULL); + SDL_RenderCopy(renderer, map_layer0, &rect, NULL); + SDL_RenderCopy(renderer, map_layer1, &rect, NULL); for (auto actor : actors) { @@ -475,12 +523,6 @@ int Map::getTileSize() return tile_size; } -// Devuelve el indice del tile correspondiente a un punto del mapa -int Map::getTileIndex(SDL_Point p) -{ - return tilemap[((p.y / tile_size) * map_width) + (p.x / tile_size)]; -} - // Devuelve el valor de los bordes de la zona de juego int Map::getPlayArea(e_border border) { diff --git a/source/map.h b/source/map.h index 89a663d..0133734 100644 --- a/source/map.h +++ b/source/map.h @@ -35,23 +35,25 @@ enum e_border class Map { private: - Asset *asset; // Objeto con la ruta a todos los ficheros de recursos - SDL_Renderer *renderer; // El renderizador de la ventana - std::string name; // Identificador de la habitación - std::string room_up; // Identificador de la habitación que se encuentra arriba - std::string room_down; // Identificador de la habitación que se encuentra abajp - std::string room_left; // Identificador de la habitación que se encuentra a la izquierda - std::string room_right; // Identificador de la habitación que se encuentra a la derecha - std::string enemy_file; // Fichero con los enemigos para la habitación - std::string tileset_img; // Imagen con los graficos para la habitación - std::vector tilemap; // Indice de los tiles a dibujar en la habitación - std::vector collisionmap; // Indice con los tipos de tile de la habitación - LTexture *texture_tile; // Textura con los graficos de los tiles habitación - SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación - std::vector actors; // Listado con los actores de la habitación - color_t bgColor1; // Color superior del degradado de fondo - color_t bgColor2; // Color inferior del degradado de fondo - ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido + Asset *asset; // Objeto con la ruta a todos los ficheros de recursos + SDL_Renderer *renderer; // El renderizador de la ventana + std::string name; // Identificador de la habitación + std::string room_up; // Identificador de la habitación que se encuentra arriba + std::string room_down; // Identificador de la habitación que se encuentra abajp + std::string room_left; // Identificador de la habitación que se encuentra a la izquierda + std::string room_right; // Identificador de la habitación que se encuentra a la derecha + std::string enemy_file; // Fichero con los enemigos para la habitación + std::string tileset_img; // Imagen con los graficos para la habitación + std::vector tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación + std::vector tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación + std::vector collisionmap; // Indice con los tipos de tile de la habitación + LTexture *texture_tile; // Textura con los graficos de los tiles habitación + SDL_Texture *map_layer0; // Textura para dibujar la capa 0 del mapa de la habitación + SDL_Texture *map_layer1; // Textura para dibujar la capa 1 del mapa de la habitación + std::vector actors; // Listado con los actores de la habitación + color_t bgColor1; // Color superior del degradado de fondo + color_t bgColor2; // Color inferior del degradado de fondo + ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido int tile_size; // Ancho del tile en pixels int map_width; // Ancho del mapa en tiles @@ -89,9 +91,6 @@ public: // Devuelve el valor de la variable int getTileSize(); - // Devuelve el indice del tile correspondiente a un punto del mapa - int getTileIndex(SDL_Point p); - // Devuelve el valor de los bordes de la zona de juego int getPlayArea(e_border border);