Exemple #1
0
void TileSet::LoadResources(gd::Project &game)
{
    try
    {
        gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName));
        //Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
        //Force to change the working directory to make it work
        wxString oldWorkingDir = wxGetCwd();
        wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath());
#endif

        m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName);

#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
        wxSetWorkingDirectory(oldWorkingDir);
        if ( wxFileExists(image.GetAbsoluteFile(game)) )
        {
            m_tilesetBitmap.LoadFile(image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY);
        }
#endif

        //Readjust the m_collidable std::vector according to the number of tiles
        m_collidable.resize(GetTilesCount(), true);
    }
    catch(...)
    {
        m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>();
    }
}
Exemple #2
0
void TileSet::LoadResources(gd::Project &game)
{
    m_dirty = true;

    if(game.GetResourcesManager().HasResource(textureName))
    {
        gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName));
        //Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
        //Force to change the working directory to make it work
        wxString oldWorkingDir = wxGetCwd();
        wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath());
#endif

        m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName);

#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
        wxSetWorkingDirectory(oldWorkingDir);
        if ( wxFileExists(image.GetAbsoluteFile(game)) )
        {
            wxBitmap bmp( image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY);
            m_tilesetBitmap = bmp;
        }
#endif
    }
    else
    {
        m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>();
    }
}
Exemple #3
0
void Box3DObject::LoadResources(gd::Project & project, gd::Layout & layout)
{
    frontTexture =  project.GetImageManager()->GetSFMLTexture(frontTextureName);
    topTexture =    project.GetImageManager()->GetSFMLTexture(topTextureName);
    bottomTexture = project.GetImageManager()->GetSFMLTexture(bottomTextureName) ;
    leftTexture =   project.GetImageManager()->GetSFMLTexture(leftTextureName);
    rightTexture =  project.GetImageManager()->GetSFMLTexture(rightTextureName);
    backTexture =   project.GetImageManager()->GetSFMLTexture(backTextureName);
}
Exemple #4
0
void SpriteObject::LoadResources(gd::Project & project, gd::Layout & layout)
{
    for ( std::size_t j = 0; j < animations.size();j++ )
    {
        Animation & anim = animations[j];
        for ( std::size_t k = 0;k < anim.GetDirectionsCount();k++ )
        {
            for ( std::size_t l = 0;l < anim.GetDirection(k).GetSpritesCount();l++ )
            {
                Sprite & sprite = anim.GetDirection(k).GetSprite(l);

                sprite.LoadImage(project.GetImageManager()->GetSFMLTexture(sprite.GetImageName()));
            }
        }
    }
}
void TiledSpriteObject::LoadResources(gd::Project & project, gd::Layout & layout)
{
    texture = project.GetImageManager()->GetSFMLTexture(textureName);
}