bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height) { // load the tileset texture if (!m_tileset.loadFromFile(tileset)) return false; // resize the vertex array to fit the level size m_vertices.setPrimitiveType(sf::Quads); m_vertices.resize(width * height * 4); // populate the vertex array, with one quad per tile for (unsigned int i = 0; i < width; ++i) for (unsigned int j = 0; j < height; ++j) { /* // get the current tile number int tileNumber = tiles[i + j * width]; // find its position in the tileset texture int tu = tileNumber % (m_tileset.getSize().x / tileSize.x); int tv = tileNumber / (m_tileset.getSize().x / tileSize.x); */ // get a pointer to the current tile's quad sf::Vertex* quad = &m_vertices[(i + j * width) * 4]; // define its 4 corners quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y); quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y); quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y); quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y); quad[0].texCoords = sf::Vector2f(0, 0); quad[1].texCoords = sf::Vector2f(0, 32); quad[2].texCoords = sf::Vector2f(32, 0); quad[3].texCoords = sf::Vector2f(32, 32); /* // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y); quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y); quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y); quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y); */ } return true; }