Ahora si, terminado el calculo de superficies

This commit is contained in:
2022-09-08 10:22:52 +02:00
parent 044cf97857
commit 9fc4c2d8b0
4 changed files with 50 additions and 39 deletions

View File

@@ -1,5 +1,5 @@
name=the test room name=the test room
bgColor=blue bgColor=black
border=blue border=blue
tileset=standard.png tileset=standard.png
roomUp=0 roomUp=0

View File

@@ -3,7 +3,7 @@
<tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/> <tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26, 26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26, 26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
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@@ -13,12 +13,12 @@
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</data> </data>
</layer> </layer>
</map> </map>

View File

@@ -17,6 +17,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
this->screen = screen; this->screen = screen;
this->input = input; this->input = input;
this->debug = debug; this->debug = debug;
debug->setEnabled(true);
// Crea los objetos // Crea los objetos
scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock); scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
@@ -33,7 +34,6 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
playerLives = 9; playerLives = 9;
itemsPicked = 0; itemsPicked = 0;
debug->setEnabled(true);
player->setInvincible(debug->getEnabled()); player->setInvincible(debug->getEnabled());
musicEnabled = !debug->getEnabled(); musicEnabled = !debug->getEnabled();
@@ -211,7 +211,7 @@ void Game::renderDebugInfo()
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
// Pinta la rejilla // Pinta la rejilla
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 64); /*SDL_SetRenderDrawColor(renderer, 255, 255, 255, 48);
for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8) for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
{ // Lineas horizontales { // Lineas horizontales
SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i); SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
@@ -219,7 +219,7 @@ void Game::renderDebugInfo()
for (int i = 0; i < PLAY_AREA_RIGHT; i += 8) for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
{ // Lineas verticales { // Lineas verticales
SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1); SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
} }*/
// Pinta mascaras de sprite // Pinta mascaras de sprite
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192); SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);

View File

@@ -437,33 +437,46 @@ void Room::fillMapTexture()
{ {
clip.x = ((tilemap[(y * 32) + x] - 1) % 20) * 8; clip.x = ((tilemap[(y * 32) + x] - 1) % 20) * 8;
clip.y = ((tilemap[(y * 32) + x] - 1) / 20) * 8; clip.y = ((tilemap[(y * 32) + x] - 1) / 20) * 8;
texture->render(renderer, x * 8, y * 8, &clip); // texture->render(renderer, x * 8, y * 8, &clip);
if (debug->getEnabled())
{
if (clip.x != -8)
{
clip.x = x * 8;
clip.y = y * 8;
SDL_SetRenderDrawColor(renderer, 32, 32, 32, 0xFF);
SDL_RenderFillRect(renderer, &clip);
}
}
} }
// **** // ****
if (debug->getEnabled()) if (debug->getEnabled())
{ {
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
for (auto l : bottomSurfaces) for (auto l : bottomSurfaces)
{ {
SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y); SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
} }
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
for (auto l : topSurfaces) for (auto l : topSurfaces)
{ {
SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y); SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
} }
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
for (auto l : leftSurfaces) for (auto l : leftSurfaces)
{ {
SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2); SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
} }
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (auto l : rightSurfaces) for (auto l : rightSurfaces)
{ {
SDL_SetRenderDrawColor(renderer, (rand() % 128)+80, (rand() % 128)+80, (rand() % 128)+80, 0xFF);
SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2); SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
} }
} }
@@ -703,8 +716,8 @@ void Room::setBottomSurfaces()
{ {
std::vector<int> tile; std::vector<int> tile;
// Busca todos los tiles de tipo wall (excepto los de la última fila) que debajo // Busca todos los tiles de tipo muro que no tengan debajo otro muro
// tienen un tile de tipo vacio // Hay que recorrer la habitación por filas (excepto los de la última fila)
for (int i = 0; i < tilemap.size() - mapWidth; i++) for (int i = 0; i < tilemap.size() - mapWidth; i++)
{ {
if (getTile(i) == t_wall && getTile(i + mapWidth) != t_wall) if (getTile(i) == t_wall && getTile(i + mapWidth) != t_wall)
@@ -730,10 +743,6 @@ void Room::setBottomSurfaces()
while (tile[i] + 1 == tile[i + 1]) while (tile[i] + 1 == tile[i + 1])
{ {
i++; i++;
if (i % mapWidth == mapWidth - 1)
{
break;
}
} }
line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1; line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
bottomSurfaces.push_back(line); bottomSurfaces.push_back(line);
@@ -746,8 +755,8 @@ void Room::setTopSurfaces()
{ {
std::vector<int> tile; std::vector<int> tile;
// Busca todos los tiles de tipo wall (excepto los de la primera fila) que encima // Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
// tienen un tile de tipo vacio // Hay que recorrer la habitación por filas (excepto los de la primera fila)
for (int i = mapWidth; i < tilemap.size(); i++) for (int i = mapWidth; i < tilemap.size(); i++)
{ {
if ((getTile(i) == t_wall || getTile(i) == t_passable) && getTile(i - mapWidth) != t_wall) if ((getTile(i) == t_wall || getTile(i) == t_passable) && getTile(i - mapWidth) != t_wall)
@@ -772,10 +781,6 @@ void Room::setTopSurfaces()
while (tile[i] + 1 == tile[i + 1]) while (tile[i] + 1 == tile[i + 1])
{ {
i++; i++;
if (i % mapWidth == mapWidth - 1)
{
break;
}
} }
line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1; line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
topSurfaces.push_back(line); topSurfaces.push_back(line);
@@ -788,20 +793,23 @@ void Room::setLeftSurfaces()
{ {
std::vector<int> tile; std::vector<int> tile;
// Busca todos los tiles de tipo wall (excepto los de la primera columna) que a su izquierda // Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
// tienen un tile de tipo vacio // Hay que recorrer la habitación por columnas (excepto los de la primera columna)
for (int i = 0; i < tilemap.size(); i++) for (int i = 1; i < mapWidth; ++i)
{ {
if (i % mapWidth != 0) for (int j = 0; j < mapHeight; ++j)
{ {
if (getTile(i) == t_wall && getTile(i - 1) != t_wall) const int pos = (j * mapWidth + i);
if (getTile(pos) == t_wall && getTile(pos - 1) != t_wall)
{ {
tile.push_back(i); tile.push_back(pos);
} }
} }
} }
// Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies // Recorre el vector de tiles buscando tiles consecutivos
// (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
// para localizar las superficies
int i = 0; int i = 0;
while (i < tile.size()) while (i < tile.size())
{ {
@@ -823,20 +831,23 @@ void Room::setRightSurfaces()
{ {
std::vector<int> tile; std::vector<int> tile;
// Busca todos los tiles de tipo wall (excepto los de la ultima columna) que a su derecha // Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
// tienen un tile de tipo vacio // Hay que recorrer la habitación por columnas (excepto los de la última columna)
for (int i = 0; i < tilemap.size(); i++) for (int i = 0; i < mapWidth - 1; ++i)
{ {
if (i % mapWidth != mapWidth - 1) for (int j = 0; j < mapHeight; ++j)
{ {
if (getTile(i) == t_wall && getTile(i + 1) != t_wall) const int pos = (j * mapWidth + i);
if (getTile(pos) == t_wall && getTile(pos + 1) != t_wall)
{ {
tile.push_back(i); tile.push_back(pos);
} }
} }
} }
// Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies // Recorre el vector de tiles buscando tiles consecutivos
// (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
// para localizar las superficies
int i = 0; int i = 0;
while (i < tile.size()) while (i < tile.size())
{ {