Optimizada la carga del mapa
This commit is contained in:
@@ -1,3 +1,4 @@
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tilemap=01.tmx
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tileset_img=surface.png
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tileset_img=surface.png
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enemy_file=01.ene
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enemy_file=01.ene
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bgColor1=0,171,159
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bgColor1=0,171,159
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@@ -9,10 +10,6 @@ room_down=0
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room_left=04.map
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room_left=04.map
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room_right=02.map
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room_right=02.map
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[tilemap]
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01.tmx
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[/tilemap]
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[actors]
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[actors]
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[diamond]
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[diamond]
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@@ -1,3 +1,4 @@
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tilemap=02.tmx
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tileset_img=surface.png
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tileset_img=surface.png
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enemy_file=02.ene
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enemy_file=02.ene
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bgColor1=0,171,159
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bgColor1=0,171,159
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@@ -8,11 +9,3 @@ room_up=0
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room_down=03.map
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room_down=03.map
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room_left=01.map
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room_left=01.map
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room_right=05.map
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room_right=05.map
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[tilemap]
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02.tmx
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[/tilemap]
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[actors]
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[/actors]
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@@ -1,7 +1,41 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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<layer id="5" name="estatico" width="40" height="30">
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<data encoding="csv">
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</data>
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</layer>
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||||||
<layer id="4" name="fondo" width="40" height="30">
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<layer id="4" name="fondo" width="40" height="30">
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<data encoding="csv">
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<data encoding="csv">
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@@ -22,7 +56,6 @@
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@@ -33,6 +66,7 @@
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</data>
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</data>
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||||||
</layer>
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</layer>
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@@ -1,3 +1,4 @@
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tilemap=03.tmx
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tileset_img=surface.png
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tileset_img=surface.png
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enemy_file=03.ene
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enemy_file=03.ene
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bgColor1=143,86,59
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bgColor1=143,86,59
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@@ -7,11 +8,3 @@ room_up=02.map
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room_down=0
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room_down=0
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room_left=0
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room_left=0
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room_right=06.map
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room_right=06.map
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[tilemap]
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03.tmx
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[/tilemap]
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[actors]
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[/actors]
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@@ -1,3 +1,4 @@
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tilemap=04.tmx
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tileset_img=surface.png
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tileset_img=surface.png
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bgColor1=255,90,100
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bgColor1=255,90,100
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bgColor2=255,255,100
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bgColor2=255,255,100
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@@ -7,7 +8,3 @@ room_up=0
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room_down=04.map
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room_down=04.map
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room_left=04.map
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room_left=04.map
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room_right=01.map
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room_right=01.map
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[tilemap]
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04.tmx
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[/tilemap]
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@@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="1">
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
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||||||
<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="1" source="surface.tsx"/>
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||||||
<tileset firstgid="5626" source="tile_class.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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||||||
<layer id="3" name="fondo" width="40" height="30">
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<layer id="4" name="estatico" width="40" height="30">
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||||||
<data encoding="csv">
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<data encoding="csv">
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@@ -12,6 +12,48 @@
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@@ -1,3 +1,4 @@
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tileset_img=surface.png
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tileset_img=surface.png
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@@ -7,11 +8,3 @@ room_up=0
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room_down=06.map
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room_left=02.map
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room_left=02.map
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room_right=07.map
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room_right=07.map
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[tilemap]
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05.tmx
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[/tilemap]
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[actors]
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[/actors]
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@@ -1,19 +1,53 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="3">
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="3">
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<editorsettings>
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<export target="05..tmj" format="json"/>
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<export target="05..tmj" format="json"/>
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</editorsettings>
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</editorsettings>
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<tileset firstgid="1" source="surface.tsx"/>
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@@ -1,3 +1,4 @@
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tileset_img=surface.png
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bgColor1=0,171,159
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@@ -6,7 +7,3 @@ room_up=08.map
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room_down=0
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room_left=05.map
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room_left=05.map
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[tilemap]
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@@ -1,3 +1,4 @@
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tileset_img=surface.png
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tileset_img=surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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bgColor2=144,225,231
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@@ -6,7 +7,3 @@ room_up=0
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room_down=07.map
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room_left=10.map
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[tilemap]
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@@ -1,3 +1,4 @@
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|
||||||
tileset_img=surface.png
|
tileset_img=surface.png
|
||||||
bgColor1=0,171,159
|
bgColor1=0,171,159
|
||||||
bgColor2=144,225,231
|
bgColor2=144,225,231
|
||||||
@@ -6,7 +7,3 @@ room_up=0
|
|||||||
room_down=0
|
room_down=0
|
||||||
room_left=08.map
|
room_left=08.map
|
||||||
room_right=0
|
room_right=0
|
||||||
|
|
||||||
[tilemap]
|
|
||||||
09.tmx
|
|
||||||
[/tilemap]
|
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
tilemap=10.tmx
|
||||||
tileset_img=surface.png
|
tileset_img=surface.png
|
||||||
bgColor1=0,171,159
|
bgColor1=0,171,159
|
||||||
bgColor2=144,225,231
|
bgColor2=144,225,231
|
||||||
@@ -6,7 +7,3 @@ room_up=0
|
|||||||
room_down=05.map
|
room_down=05.map
|
||||||
room_left=10.map
|
room_left=10.map
|
||||||
room_right=08.map
|
room_right=08.map
|
||||||
|
|
||||||
[tilemap]
|
|
||||||
10.tmx
|
|
||||||
[/tilemap]
|
|
||||||
|
|||||||
@@ -353,25 +353,12 @@ void Game::checkIfPlayerIsAlive()
|
|||||||
// Mata al jugador
|
// Mata al jugador
|
||||||
void Game::killPlayer()
|
void Game::killPlayer()
|
||||||
{
|
{
|
||||||
// if (player->getInvincible())
|
// Decrementa el marcador de vidas
|
||||||
//{
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
|
|
||||||
board.lives--;
|
board.lives--;
|
||||||
|
|
||||||
// Destruye el mapa, el jugador y los enemigos
|
// Destruye el jugador
|
||||||
// delete map;
|
|
||||||
delete player;
|
delete player;
|
||||||
// delete enemyEngine;
|
|
||||||
|
|
||||||
// Sonido
|
// Crea el nuevo jugador
|
||||||
// JA_PlaySound(deathSound);
|
|
||||||
|
|
||||||
// setBlackScreen();
|
|
||||||
|
|
||||||
// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
|
|
||||||
// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
|
||||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||||
// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
|
||||||
}
|
}
|
||||||
395
source/map.cpp
395
source/map.cpp
@@ -18,26 +18,37 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
|
|||||||
this->renderer = renderer;
|
this->renderer = renderer;
|
||||||
this->itemTracker = itemTracker;
|
this->itemTracker = itemTracker;
|
||||||
|
|
||||||
// Crea los objetos
|
|
||||||
load(file);
|
|
||||||
texture_tile = new LTexture(renderer, asset->get(tileset_img));
|
|
||||||
tileset_width = texture_tile->getWidth() / tile_size;
|
|
||||||
|
|
||||||
// Crea las texturas para dibujar el mapa
|
// Crea las texturas para dibujar el mapa
|
||||||
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||||
if (map_layerBG == NULL)
|
if (map_layerBG == NULL)
|
||||||
|
{
|
||||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||||
|
}
|
||||||
|
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
|
||||||
|
|
||||||
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||||
if (map_layer0 == NULL)
|
if (map_layer0 == NULL)
|
||||||
|
{
|
||||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||||
|
}
|
||||||
|
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
|
||||||
|
|
||||||
map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||||
if (map_layer1 == NULL)
|
if (map_layer1 == NULL)
|
||||||
|
{
|
||||||
printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||||
|
}
|
||||||
|
SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
|
||||||
|
|
||||||
|
// Crea los objetos
|
||||||
|
loadMapFile(file);
|
||||||
|
texture_tile = new LTexture(renderer, asset->get(tileset_img));
|
||||||
|
tileset_width = texture_tile->getWidth() / tile_size;
|
||||||
|
|
||||||
|
loadMapTileFile(asset->get(tileMapFile));
|
||||||
|
|
||||||
// Pinta el mapa en las texturas
|
// Pinta el mapa en las texturas
|
||||||
fillMapTexture();
|
// fillMapTexture();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Destructor
|
// Destructor
|
||||||
@@ -56,8 +67,8 @@ Map::~Map()
|
|||||||
actors.clear();
|
actors.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Carga las variables desde un fichero
|
// Carga las variables desde un fichero de mapa
|
||||||
bool Map::load(std::string file_path)
|
bool Map::loadMapFile(std::string file_path)
|
||||||
{
|
{
|
||||||
// Indicador de éxito en la carga
|
// Indicador de éxito en la carga
|
||||||
bool success = true;
|
bool success = true;
|
||||||
@@ -73,130 +84,8 @@ bool Map::load(std::string file_path)
|
|||||||
printf("Reading file %s\n\n", filename.c_str());
|
printf("Reading file %s\n\n", filename.c_str());
|
||||||
while (std::getline(file, line))
|
while (std::getline(file, line))
|
||||||
{
|
{
|
||||||
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
|
|
||||||
if (line == "[tilemap]")
|
|
||||||
{
|
|
||||||
do
|
|
||||||
{
|
|
||||||
std::getline(file, line);
|
|
||||||
if (line.find(".tmx") != std::string::npos)
|
|
||||||
{
|
|
||||||
std::ifstream file2(asset->get(line)); // Abre el fichero tmx
|
|
||||||
if (file2.good())
|
|
||||||
{
|
|
||||||
bool map_col_read = false;
|
|
||||||
bool map_BG_read = false;
|
|
||||||
bool map_l0_read = false;
|
|
||||||
bool map_l1_read = false;
|
|
||||||
while (std::getline(file2, line)) // Lee el fichero linea a linea
|
|
||||||
{
|
|
||||||
if (!map_BG_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 == (int)std::string::npos);
|
|
||||||
|
|
||||||
do
|
|
||||||
{ // Se introducen los valores separados por comas en un vector
|
|
||||||
map_BG_read = true;
|
|
||||||
std::getline(file2, line);
|
|
||||||
if (line != "</data>")
|
|
||||||
{
|
|
||||||
std::stringstream ss(line);
|
|
||||||
std::string tmp;
|
|
||||||
while (getline(ss, tmp, ','))
|
|
||||||
{
|
|
||||||
tilemap_BG.push_back(std::stoi(tmp));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} while (line != "</data>");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!map_l0_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 == (int)std::string::npos);
|
|
||||||
|
|
||||||
do
|
|
||||||
{ // Se introducen los valores separados por comas en un vector
|
|
||||||
map_l0_read = true;
|
|
||||||
std::getline(file2, line);
|
|
||||||
if (line != "</data>")
|
|
||||||
{
|
|
||||||
std::stringstream ss(line);
|
|
||||||
std::string tmp;
|
|
||||||
while (getline(ss, tmp, ','))
|
|
||||||
{
|
|
||||||
tilemap_l0.push_back(std::stoi(tmp));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} while (line != "</data>");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!map_l1_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 == (int)std::string::npos);
|
|
||||||
|
|
||||||
do
|
|
||||||
{ // Se introducen los valores separados por comas en un vector
|
|
||||||
map_l1_read = true;
|
|
||||||
std::getline(file2, line);
|
|
||||||
if (line != "</data>")
|
|
||||||
{
|
|
||||||
std::stringstream ss(line);
|
|
||||||
std::string tmp;
|
|
||||||
while (getline(ss, tmp, ','))
|
|
||||||
{
|
|
||||||
tilemap_l1.push_back(std::stoi(tmp));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} while (line != "</data>");
|
|
||||||
}
|
|
||||||
|
|
||||||
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 == (int)std::string::npos);
|
|
||||||
|
|
||||||
do
|
|
||||||
{ // Se introducen los valores separados por comas en un vector
|
|
||||||
map_col_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>");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} while (line != "[/tilemap]");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores
|
// Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores
|
||||||
else if (line == "[actors]")
|
if (line == "[actors]")
|
||||||
{
|
{
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
@@ -295,13 +184,136 @@ bool Map::load(std::string file_path)
|
|||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Carga las variables y texturas desde un fichero de mapa de tiles
|
||||||
|
bool Map::loadMapTileFile(std::string file_path)
|
||||||
|
{
|
||||||
|
std::vector<int> tilemap;
|
||||||
|
|
||||||
|
std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
|
||||||
|
std::string line;
|
||||||
|
std::ifstream file(file_path);
|
||||||
|
|
||||||
|
// El fichero se puede abrir
|
||||||
|
if (file.good())
|
||||||
|
{
|
||||||
|
// Procesa el fichero linea a linea
|
||||||
|
printf("Reading file %s\n\n", filename.c_str());
|
||||||
|
|
||||||
|
while (std::getline(file, line))
|
||||||
|
{ // Lee el fichero linea a linea
|
||||||
|
if (line.find("name=\"estatico\"") != std::string::npos)
|
||||||
|
{
|
||||||
|
// Salta una linea y lee la siguiente
|
||||||
|
std::getline(file, line);
|
||||||
|
std::getline(file, line);
|
||||||
|
while (line != "</data>")
|
||||||
|
{ // Procesa lineas mientras haya
|
||||||
|
std::stringstream ss(line);
|
||||||
|
std::string tmp;
|
||||||
|
while (getline(ss, tmp, ','))
|
||||||
|
{
|
||||||
|
tilemap.push_back(std::stoi(tmp));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lee la siguiente linea
|
||||||
|
std::getline(file, line);
|
||||||
|
}
|
||||||
|
|
||||||
|
fillGradientTexture(*map_layerBG);
|
||||||
|
fillMapTexture(*map_layerBG, tilemap, false);
|
||||||
|
tilemap.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (line.find("name=\"fondo\"") != std::string::npos)
|
||||||
|
{
|
||||||
|
// Salta una linea y lee la siguiente
|
||||||
|
std::getline(file, line);
|
||||||
|
std::getline(file, line);
|
||||||
|
while (line != "</data>")
|
||||||
|
{ // Procesa lineas mientras haya
|
||||||
|
std::stringstream ss(line);
|
||||||
|
std::string tmp;
|
||||||
|
while (getline(ss, tmp, ','))
|
||||||
|
{
|
||||||
|
tilemap.push_back(std::stoi(tmp));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lee la siguiente linea
|
||||||
|
std::getline(file, line);
|
||||||
|
}
|
||||||
|
|
||||||
|
fillMapTexture(*map_layer0, tilemap, true);
|
||||||
|
tilemap.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (line.find("name=\"mapa\"") != std::string::npos)
|
||||||
|
{
|
||||||
|
// Salta una linea y lee la siguiente
|
||||||
|
std::getline(file, line);
|
||||||
|
std::getline(file, line);
|
||||||
|
while (line != "</data>")
|
||||||
|
{ // Procesa lineas mientras haya
|
||||||
|
std::stringstream ss(line);
|
||||||
|
std::string tmp;
|
||||||
|
while (getline(ss, tmp, ','))
|
||||||
|
{
|
||||||
|
tilemap.push_back(std::stoi(tmp));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lee la siguiente linea
|
||||||
|
std::getline(file, line);
|
||||||
|
}
|
||||||
|
|
||||||
|
fillMapTexture(*map_layer1, tilemap, true);
|
||||||
|
tilemap.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (line.find("name=\"colisiones\"") != std::string::npos)
|
||||||
|
{
|
||||||
|
// Salta una linea y lee la siguiente
|
||||||
|
std::getline(file, line);
|
||||||
|
std::getline(file, line);
|
||||||
|
while (line != "</data>")
|
||||||
|
{ // Procesa lineas mientras haya
|
||||||
|
std::stringstream ss(line);
|
||||||
|
std::string tmp;
|
||||||
|
while (getline(ss, tmp, ','))
|
||||||
|
{
|
||||||
|
collisionmap.push_back(std::stoi(tmp));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Lee la siguiente linea
|
||||||
|
std::getline(file, line);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cierra el fichero
|
||||||
|
printf("Closing file %s\n\n", filename.c_str());
|
||||||
|
file.close();
|
||||||
|
}
|
||||||
|
// El fichero no se puede abrir
|
||||||
|
else
|
||||||
|
{
|
||||||
|
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
// Asigna variables a partir de dos cadenas
|
// Asigna variables a partir de dos cadenas
|
||||||
bool Map::setVars(std::string var, std::string value)
|
bool Map::setVars(std::string var, std::string value)
|
||||||
{
|
{
|
||||||
// Indicador de éxito en la asignación
|
// Indicador de éxito en la asignación
|
||||||
bool success = true;
|
bool success = true;
|
||||||
|
|
||||||
if (var == "tileset_img")
|
if (var == "tilemap")
|
||||||
|
{
|
||||||
|
tileMapFile = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (var == "tileset_img")
|
||||||
{
|
{
|
||||||
tileset_img = value;
|
tileset_img = value;
|
||||||
}
|
}
|
||||||
@@ -451,92 +463,58 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
|
|||||||
|
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
// Pinta el degradado en la textura
|
||||||
|
void Map::fillGradientTexture(SDL_Texture &layer)
|
||||||
|
{
|
||||||
|
// Cambia el puntero del renderizador a la textura
|
||||||
|
SDL_SetRenderTarget(renderer, &layer);
|
||||||
|
|
||||||
|
// Dibuja el degradado de fondo
|
||||||
|
const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||||
|
|
||||||
|
for (int i = PLAY_AREA_TOP; i < PLAY_AREA_BOTTOM; ++i)
|
||||||
|
{
|
||||||
|
float step = ((float)i / 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, PLAY_AREA_LEFT, i, PLAY_AREA_RIGHT, i);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vuelve a colocar el renderizador apuntando a la pantalla
|
||||||
|
SDL_SetRenderTarget(renderer, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
// Crea la textura con el mapeado de la habitación
|
// Crea la textura con el mapeado de la habitación
|
||||||
void Map::fillMapTexture()
|
void Map::fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clean)
|
||||||
{
|
{
|
||||||
// Crea variables
|
// Crea variables
|
||||||
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
||||||
|
|
||||||
// Rellena la capa BG
|
// Cambia el puntero del renderizador a la textura
|
||||||
|
SDL_SetRenderTarget(renderer, &layer);
|
||||||
|
|
||||||
|
// Limpia la textura
|
||||||
|
if (clean)
|
||||||
{
|
{
|
||||||
SDL_SetRenderTarget(renderer, map_layerBG);
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||||
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
|
||||||
SDL_RenderClear(renderer);
|
SDL_RenderClear(renderer);
|
||||||
|
}
|
||||||
|
|
||||||
// Dibuja el degradado de fondo
|
// Dibuja el mapeado de tiles
|
||||||
const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
for (int y = 0; y < map_height; ++y)
|
||||||
|
for (int x = 0; x < map_width; ++x)
|
||||||
for (int i = PLAY_AREA_TOP; i < PLAY_AREA_BOTTOM; ++i)
|
|
||||||
{
|
{
|
||||||
float step = ((float)i / num_lines);
|
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
|
||||||
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
|
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
|
||||||
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
|
// con lo que esta pintando desde fuera de la textura
|
||||||
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
|
clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Dibuja el mapeado de tiles
|
// Vuelve a colocar el renderizador apuntando a la pantalla
|
||||||
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_BG[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
|
||||||
clip.y = ((tilemap_BG[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
|
||||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
|
||||||
}
|
|
||||||
tilemap_BG.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Rellena la capa 0
|
|
||||||
{
|
|
||||||
SDL_SetRenderTarget(renderer, map_layer0);
|
|
||||||
SDL_SetTextureBlendMode(map_layer0, 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_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);
|
|
||||||
}
|
|
||||||
|
|
||||||
tilemap_l0.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
tilemap_l1.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Vuelve a colocar el renderizador
|
|
||||||
SDL_SetRenderTarget(renderer, nullptr);
|
SDL_SetRenderTarget(renderer, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -553,7 +531,6 @@ void Map::render()
|
|||||||
void Map::renderLayerBG()
|
void Map::renderLayerBG()
|
||||||
{
|
{
|
||||||
// Dibuja la textura con el mapa en pantalla
|
// Dibuja la textura con el mapa en pantalla
|
||||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
|
||||||
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
|
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -575,7 +552,6 @@ void Map::renderLayer0()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
|
||||||
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
|
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -584,7 +560,6 @@ void Map::renderLayer0()
|
|||||||
void Map::renderLayer1()
|
void Map::renderLayer1()
|
||||||
{
|
{
|
||||||
// Dibuja la textura con el mapa en pantalla
|
// Dibuja la textura con el mapa en pantalla
|
||||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
|
||||||
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
|
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -802,5 +777,5 @@ std::string Map::getEnemyFile()
|
|||||||
void Map::reLoadTextures()
|
void Map::reLoadTextures()
|
||||||
{
|
{
|
||||||
texture_tile->reLoad();
|
texture_tile->reLoad();
|
||||||
fillMapTexture();
|
// fillMapTexture();
|
||||||
}
|
}
|
||||||
18
source/map.h
18
source/map.h
@@ -44,9 +44,7 @@ private:
|
|||||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
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 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_BG; // Indice de los tiles a dibujar de la capa BG en la habitación
|
std::string tileMapFile; // Fichero con el mapa de indices de tile
|
||||||
std::vector<int> tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación
|
|
||||||
std::vector<int> tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación
|
|
||||||
std::vector<int> collisionmap; // Indice con los tipos de tile de 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_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
|
SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
|
||||||
@@ -64,8 +62,11 @@ private:
|
|||||||
int map_height; // Alto del mapa en tiles
|
int map_height; // Alto del mapa en tiles
|
||||||
int tileset_width; // Ancho del tileset en tiles
|
int tileset_width; // Ancho del tileset en tiles
|
||||||
|
|
||||||
// Carga las variables desde un fichero
|
// Carga las variables desde un fichero de mapa
|
||||||
bool load(std::string file);
|
bool loadMapFile(std::string file);
|
||||||
|
|
||||||
|
// Carga las variables y texturas desde un fichero de mapa de tiles
|
||||||
|
bool loadMapTileFile(std::string file);
|
||||||
|
|
||||||
// Asigna variables a partir de dos cadenas
|
// Asigna variables a partir de dos cadenas
|
||||||
bool setVars(std::string var, std::string value);
|
bool setVars(std::string var, std::string value);
|
||||||
@@ -73,8 +74,11 @@ private:
|
|||||||
// Asigna variables a una estructura actor_t
|
// Asigna variables a una estructura actor_t
|
||||||
bool setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value);
|
bool setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value);
|
||||||
|
|
||||||
// Pinta el mapa de la habitación en la textura
|
// Pinta el degradado en la textura
|
||||||
void fillMapTexture();
|
void fillGradientTexture(SDL_Texture &layer);
|
||||||
|
|
||||||
|
// Pinta el mapa de tiles en la textura
|
||||||
|
void fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clean);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
Reference in New Issue
Block a user