Capa de fondo con posibilidad de scroll

This commit is contained in:
2022-09-23 17:32:09 +02:00
parent afe5b52b6b
commit eac0236c60
10 changed files with 62 additions and 20 deletions

View File

@@ -10,6 +10,8 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
name = file.substr(file.find_last_of("\\/") + 1);
enemy_file = "";
bgColor1 = bgColor2 = {0, 0, 0};
bgScroll = false;
counter = 0;
// Copia los punteros a objetos
this->asset = asset;
@@ -273,6 +275,7 @@ bool Map::setVars(std::string var, std::string value)
{
tileset_img = value;
}
else if (var == "bgColor1")
{
// Se introducen los valores separados por comas en un vector
@@ -285,6 +288,7 @@ bool Map::setVars(std::string var, std::string value)
getline(ss, tmp, ',');
bgColor1.b = std::stoi(tmp);
}
else if (var == "bgColor2")
{
// Se introducen los valores separados por comas en un vector
@@ -297,29 +301,41 @@ bool Map::setVars(std::string var, std::string value)
getline(ss, tmp, ',');
bgColor2.b = std::stoi(tmp);
}
else if (var == "bgScroll")
{
bgScroll = stringToBool(value);
}
else if (var == "room_up")
{
room_up = value;
}
else if (var == "room_down")
{
room_down = value;
}
else if (var == "room_left")
{
room_left = value;
}
else if (var == "room_right")
{
room_right = value;
}
else if (var == "enemy_file")
{
enemy_file = value;
}
else if (var == "")
{
}
else
{
success = false;
@@ -338,53 +354,66 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
{
actor->tileset = value;
}
else if (var == "animation")
{
actor->animation = value;
}
else if (var == "width")
{
actor->w = std::stoi(value);
}
else if (var == "height")
{
actor->h = std::stoi(value);
}
else if (var == "x")
{
actor->x = std::stof(value) * tile_size;
}
else if (var == "y")
{
actor->y = std::stof(value) * tile_size;
}
else if (var == "vx")
{
actor->vx = std::stof(value);
}
else if (var == "vy")
{
actor->vy = std::stof(value);
}
else if (var == "x1")
{
p1->x = std::stoi(value) * tile_size;
}
else if (var == "x2")
{
p2->x = std::stoi(value) * tile_size;
}
else if (var == "y1")
{
p1->y = std::stoi(value) * tile_size;
}
else if (var == "y2")
{
p2->y = std::stoi(value) * tile_size;
}
else if ((var == "[/moving platform]") || (var == "[/diamond]"))
{
}
else
{
success = false;
@@ -468,8 +497,23 @@ void Map::render()
void Map::renderLayer0()
{
// 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_layer0, NULL, &rect);
if (bgScroll)
{
const int offset = PLAY_AREA_WIDTH - ((counter / 20) % PLAY_AREA_WIDTH);
SDL_Rect src1 = {PLAY_AREA_X, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
SDL_Rect dst1 = {PLAY_AREA_X + PLAY_AREA_WIDTH - offset, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
SDL_Rect src2 = {PLAY_AREA_X + offset, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
SDL_Rect dst2 = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer0, &src1, &dst1);
SDL_RenderCopy(renderer, map_layer0, &src2, &dst2);
}
else
{
SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
}
}
// Dibuja la capa 1
@@ -492,6 +536,8 @@ void Map::renderActors()
// Actualiza todas las variables
void Map::update()
{
counter++;
for (auto actor : actors)
{
actor->update();