Esempio n. 1
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (current_alpha == 0.0) return;

  context.push_transform();
  if(draw_target != DrawingContext::NORMAL) {
    context.push_target();
    context.set_target(draw_target);
  }

  if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);

  if (editor_active) {
    if(current_alpha != 1.0) {
      context.set_alpha(current_alpha);
    }
  } else {
    context.set_alpha(current_alpha/2);
  }

  /* Force the translation to be an integer so that the tiles appear sharper.
   * For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
   * for solid tilemaps that are guaranteed to have speed 1.
   * FIXME Force integer translation for all graphics, not just tilemaps. */
  float trans_x = roundf(context.get_translation().x);
  float trans_y = roundf(context.get_translation().y);
  context.set_translation(Vector(int(trans_x * speed_x),
                                 int(trans_y * speed_y)));

  Rectf draw_rect = Rectf(context.get_translation(),
        context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);
  Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

  Vector pos;
  int tx, ty;

  for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
    for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
      int index = ty*width + tx;
      assert (index >= 0);
      assert (index < (width * height));

      if (tiles[index] == 0) continue;
      const Tile* tile = tileset->get(tiles[index]);
      assert(tile != 0);
      tile->draw(context, pos, z_pos);
    } /* for (pos y) */
  } /* for (pos x) */

  if(draw_target != DrawingContext::NORMAL) {
    context.pop_target();
  }
  context.pop_transform();
}
void
SectorParser::fix_old_tiles()
{
  for(const auto& solids : m_sector.solid_tilemaps) {
    for(size_t x=0; x < solids->get_width(); ++x) {
      for(size_t y=0; y < solids->get_height(); ++y) {
        const auto& tile = solids->get_tile(x, y);

        if (tile->get_object_name().length() > 0) {
          Vector pos = solids->get_tile_position(x, y);
          try {
            GameObjectPtr object = ObjectFactory::instance().create(tile->get_object_name(), pos, AUTO, tile->get_object_data());
            m_sector.add_object(object);
            solids->change(x, y, 0);
          } catch(std::exception& e) {
            log_warning << e.what() << "" << std::endl;
          }
        }

      }
    }
  }

  // add lights for special tiles
  for(const auto& obj : m_sector.gameobjects) {
    auto tm = dynamic_cast<TileMap*>(obj.get());
    if (!tm) continue;
    for(size_t x=0; x < tm->get_width(); ++x) {
      for(size_t y=0; y < tm->get_height(); ++y) {
        const auto& tile = tm->get_tile(x, y);
        uint32_t attributes = tile->getAttributes();
        Vector pos = tm->get_tile_position(x, y);
        Vector center = pos + Vector(16, 16);

        if (attributes & Tile::FIRE) {
          if (attributes & Tile::HURTS) {
            // lava or lavaflow
            // space lights a bit
            if ((tm->get_tile(x-1, y)->getAttributes() != attributes || x%3 == 0)
                 && (tm->get_tile(x, y-1)->getAttributes() != attributes || y%3 == 0)) {
              float pseudo_rnd = (float)((int)pos.x % 10) / 10;
              m_sector.add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
            }
          } else {
            // torch
            float pseudo_rnd = (float)((int)pos.x % 10) / 10;
            m_sector.add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
          }
        }

      }
    }
  }
}
 Rectf get_tile_bbox(int x, int y) const
 { return Rectf(get_tile_position(x, y), get_tile_position(x+1, y+1)); }
 Rectf get_bbox() const
 { return Rectf(get_tile_position(0, 0), get_tile_position(width, height)); }
Esempio n. 5
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (m_current_alpha == 0.0f) return;

  context.push_transform();

  if (m_flip != NO_FLIP) context.set_flip(m_flip);

  if (m_editor_active) {
    if (m_current_alpha != 1.0f) {
      context.set_alpha(m_current_alpha);
    }
  } else {
    context.set_alpha(m_current_alpha/2);
  }

  const float trans_x = context.get_translation().x;
  const float trans_y = context.get_translation().y;
  const bool normal_speed = m_editor_active && Editor::is_active();
  context.set_translation(Vector(trans_x * (normal_speed ? 1.0f : m_speed_x),
                                 trans_y * (normal_speed ? 1.0f : m_speed_y)));

  Rectf draw_rect = context.get_cliprect();
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);
  Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

  Vector pos;
  int tx, ty;

  std::unordered_map<SurfacePtr,
                     std::tuple<std::vector<Rectf>,
                                std::vector<Rectf>>> batches;

  for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
    for (pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
      int index = ty*m_width + tx;
      assert (index >= 0);
      assert (index < (m_width * m_height));

      if (m_tiles[index] == 0) continue;
      const Tile& tile = m_tileset->get(m_tiles[index]);

      if (g_debug.show_collision_rects) {
        tile.draw_debug(context.color(), pos, LAYER_FOREGROUND1);
      }

      const SurfacePtr& surface = Editor::is_active() ? tile.get_current_editor_surface() : tile.get_current_surface();
      if (surface) {
        std::get<0>(batches[surface]).emplace_back(surface->get_region());
        std::get<1>(batches[surface]).emplace_back(pos,
                                                   Sizef(static_cast<float>(surface->get_width()),
                                                         static_cast<float>(surface->get_height())));
      }
    }
  }

  Canvas& canvas = context.get_canvas(m_draw_target);

  for (auto& it : batches)
  {
    const SurfacePtr& surface = it.first;
    if (surface) {
      canvas.draw_surface_batch(surface,
                                std::move(std::get<0>(it.second)),
                                std::move(std::get<1>(it.second)),
                                m_current_tint, m_z_pos);
    }
  }

  context.pop_transform();
}
Esempio n. 6
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (current_alpha == 0.0) return;

  context.push_transform();
  if(draw_target != DrawingContext::NORMAL) {
    context.push_target();
    context.set_target(draw_target);
  }

  if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);
  if(current_alpha != 1.0) context.set_alpha(current_alpha);

  /* Force the translation to be an integer so that the tiles appear sharper.
   * For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
   * for solid tilemaps that are guaranteed to have speed 1.
   * FIXME Force integer translation for all graphics, not just tilemaps. */
  float trans_x = roundf(context.get_translation().x);
  float trans_y = roundf(context.get_translation().y);
  context.set_translation(Vector(int(trans_x * speed_x),
                                 int(trans_y * speed_y)));

  Rectf draw_rect = Rectf(context.get_translation(),
        context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);

  // Make sure the tilemap is within draw view
  if (t_draw_rect.is_valid()) {
    Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

    Vector pos;
    int tx, ty;

    for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        tile->draw(context, pos, z_pos, current_tint);
      } /* for (pos y) */
    } /* for (pos x) */

    /* Make sure that tiles with images larger than 32x32 that overlap
     * the draw rect will be drawn, even if their tile position does
     * not fall within the draw rect. */
    static const int EXTENDING_TILES = 32;
    int ex_left = std::max(0, t_draw_rect.left-EXTENDING_TILES);
    int ex_top = std::max(0, t_draw_rect.top-EXTENDING_TILES);
    Vector ex_start = get_tile_position(ex_left, ex_top);

    for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for (pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.top; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        SurfacePtr image = tile->get_current_image();
        if (image) {
          int h = image->get_height();
          if (h <= 32) continue;

          if (pos.y + h > start.y)
            tile->draw(context, pos, z_pos, current_tint);
        }
      }
    }

    for (pos.x = ex_start.x, tx = ex_left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for(pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        SurfacePtr image = tile->get_current_image();
        if (image) {
          int w = image->get_width();
          int h = image->get_height();
          if (w <= 32 && h <= 32) continue;

          if (pos.x + w > start.x && pos.y + h > start.y)
            tile->draw(context, pos, z_pos, current_tint);
        }
      }
    }
  }

  if(draw_target != DrawingContext::NORMAL) {
    context.pop_target();
  }
  context.pop_transform();
}