Esempio n. 1
0
void LevelParser::parseTileLayer(TiXmlElement* pTileElement, std::vector<Layer*> *pLayers, const std::vector<Tileset>* pTilesets, std::vector<TileLayer*> *m_CollisionsLayer)
{
	TileLayer* pTileLayer = new TileLayer(m_tileSizew, m_tileSizeh, *pTilesets);
	bool collidable = false;

	std::vector<std::vector<int>> data;
	std::string decodedIDs;
	TiXmlElement* pDataNode;
	for (TiXmlElement* e = pTileElement->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
	{
		if (e->Value() == std::string("properties"))
		{
			for (TiXmlElement* property = e->FirstChildElement(); property
				!= NULL; property = property->NextSiblingElement())
			{
				if (property->Value() == std::string("property"))
				{
					if (property->Attribute("name") == std::string("collidable"))
					{
						collidable = true;
					}
				}
			}
		}
		if (e->Value() == std::string("data"))
		{
			pDataNode = e;
		}
	}
	for (TiXmlNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling())
	{
		TiXmlText* text = e->ToText();
		std::string t = text->Value();
		decodedIDs = base64_decode(t);
	}

	uLongf numGids = m_width * m_height * sizeof(int);
	std::vector<unsigned> gids(numGids);
	uncompress((Bytef*)&gids[0], &numGids, (const Bytef*)decodedIDs.c_str(), decodedIDs.size());
	std::vector<int> layerRow(m_width);
	for (int j = 0; j < m_height; j++)
	{
		data.push_back(layerRow);
	}
	for (int rows = 0; rows < m_height; rows++)
	{
		for (int cols = 0; cols < m_width; cols++)
		{
			data[rows][cols] = gids[rows * m_width + cols];
		}
	}

	if (collidable)
	{
		m_CollisionsLayer->push_back(pTileLayer);
	}
	pTileLayer->setTileIDs(data);
	pLayers->push_back(pTileLayer);
}
Esempio n. 2
0
void LevelParser::parseTileLayer(TiXmlElement* pTileElement, std::vector<Layer*> *pLayers, const std::vector<Tileset>* pTilesets)
{
	TileLayer* pTileLayer = new TileLayer(m_tileSize, *pTilesets);

	// tile data
	std::vector<std::vector<int>> data;

	std::string decodedIDs;

	TiXmlElement* pDataNode = NULL;

	for (TiXmlElement* e = pTileElement->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
	{
		if (e->Value() == std::string("data"))
		{
			pDataNode = e;
		}		
	}

	for (TiXmlNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling())
	{
		TiXmlText* text = e->ToText();

		std::string t = text->Value();

		decodedIDs = base64_decode(t);
	}

	// uncompress zlib compression
	uLongf numGids = m_width * m_height * sizeof(int);

	std::vector<unsigned> gids(numGids);

	uncompress((Bytef*)&gids[0], &numGids, (const Bytef*)decodedIDs.c_str(), decodedIDs.size());

	std::vector<int> layerRow(m_width);

	for (int j = 0; j < m_height; j++)
	{
		data.push_back(layerRow);
	}
	for (int rows = 0; rows < m_height; rows++)
	{
		for (int cols = 0; cols < m_width; cols++)
		{
			data[rows][cols] = gids[rows * m_width + cols];
		}
	}

	pTileLayer->setTileIDs(data);

	pLayers->push_back(pTileLayer);
}
Esempio n. 3
0
void LevelParser::parseTileLayer
(TiXmlElement *pTileElement, vector<ILayer *> *pLayers,
 vector<TileLayer*>* pCollisionLayers,vector<Tileset> *pTilesets){
    
    TileLayer* pTileLayer = new TileLayer(m_tileSize, m_width, m_height, *pTilesets);
    
    
    //Check for layer properties
    bool collidable(false);
    
    for (TiXmlElement* e = pTileElement->FirstChildElement();
         e != NULL; e = e->NextSiblingElement()){
        //cout << "Checking " << e->Value() << "\n";
        if (e->Value() == string("properties")){
            for (TiXmlElement* p = e->FirstChildElement();
                 p != NULL; p = p->NextSiblingElement()){
                if (p->Value() == string("property")){
                    cout << "Now checking " << p->Value() << "\n";
                    string currentProperty = p->Attribute("name");
                    
                    if (currentProperty == string("collidable")){
                        if (p->Attribute("value") == string("true")){
                            collidable = true;
                        } else {
                            collidable = false;
                        }
                        if (collidable){
                            cout << "Found collidable layer\n";
                        }
                    }
                }
            }
        }
    }
    
    
    //Find data node then store it
    //pDataNode = findElement("data", pTileElement->FirstChildElement());
    bool isBase64  = false ;
    bool isZlibCompressed = false;
    
    TiXmlElement* pDataNode= 0;
    
    for (TiXmlElement* e = pTileElement->FirstChildElement();
         e != NULL; e = e->NextSiblingElement()){
        if (e->Value() == string("data")){
            pDataNode = e;
            
            //Check if encoded/compressed
            if (e->Attribute("encoding")){
                if (e->Attribute("encoding") == string("base64")){
                    isBase64 = true;
                }
            }
            
            if (e->Attribute("compression")){
                if (e->Attribute("compression") == string("zlib")){
                    isZlibCompressed = true;
                }
            }
        }
    }
    
    
    //Decode data and store
    string decodedIDs;
    
    if (pDataNode && isBase64){
        for (TiXmlNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling()){
            TiXmlText* text = e ->ToText();
            string t = text->Value();
            decodedIDs = base64_decode(t);
        }
    }
    
    //Placeholder for data
    vector<vector<int>> data;
    
    //Calculate number of GIDS present
    uLongf numGids = m_width * m_height * sizeof(int);
    vector<unsigned> gids(numGids);
    
    
    //Horizontal register for vector
    vector<int> layerRow(m_width);
    
    //Build empty data vector to fill
    for(int j = 0 ; j < m_height; j++){
        data.push_back(layerRow);
    }
    
    //Compressed data assignment
    if (isZlibCompressed){
        uncompress
        ((Bytef*)&gids[0], &numGids, (const Bytef*)decodedIDs.c_str(), decodedIDs.size());
        
        
        for (int rows = 0 ; rows <m_height; rows++){
            for (int cols = 0; cols < m_width; cols++){
                data[rows][cols] = gids[rows * m_width + cols];
            }
        }
    } else {
        //Uncompressed data assignment
        int index = 0;
        int tileID = 0;
        
        //Find all tiles, assign GID to proper data vector place
        for (TiXmlElement* e = pDataNode->FirstChildElement();
             e != NULL; e = e->NextSiblingElement()){
            
            e->Attribute("gid",&tileID);
            data[index / m_width][index % m_width] = tileID;
            index++;
        }
    }
    
    
    //Set Tile Layer properties
    pTileLayer->setTileIDs(data);
    pTileLayer->setNumColumns(m_width);
    pTileLayer->setNumRows(m_height);
    
    //Save new tile layer to Level
    cout << "Added new layer\n";
    pLayers->push_back(pTileLayer);
    
    //Add collision tiles to collision layer
    if (collidable){
        pCollisionLayers->push_back(pTileLayer);
        cout << "Added new collision layer\n";
    }
    
}
Esempio n. 4
0
void LevelParser::parseTileLayer(XMLElement* pTileElement, Level *pLevel)
{
	// New TileLayer instance 
	TileLayer* pTileLayer = new TileLayer(m_tileSize, m_width, m_height, TheGame::Instance().getTilesets());

	// local temporary variable
	bool collidable = false;

	// A multidimensional array of int values to hold our final decoded and uncompressed tile data
	std::vector<std::vector<int>> data;

	// xml data node
	XMLElement* pDataNode = nullptr;
	// to store base64 decoded information
	std::string decodedIDs;	

	// We search for the node we need
	for (XMLElement* e = pTileElement->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
	{
		// check if layer has properties
		if (e->Value() == std::string("properties"))
		{
			for (XMLElement* property = e->FirstChildElement(); property != NULL; property = property->NextSiblingElement())
			{
				if (property->Value() == std::string("property"))
				{
					// Check if it is a collision layer
					if (property->Attribute("name") == std::string("collidable"))
					{
						collidable = true;
					}
				}
			}
		}

		if (e->Value() == std::string("data"))
		{
			pDataNode = e;
		}
	}

	// Tile information not encoded nor compressed
	if (pDataNode->Attribute("encoding") == nullptr)
	{
		std::vector<int> layerRow(m_width);
		for (int rows = 0; rows < m_height; rows++)
		{
			data.push_back(layerRow);
		}

		XMLElement* tile = pDataNode->FirstChildElement();
		int id;
		for (int rows = 0; rows < m_height; rows++)
		{
			for (int cols = 0; cols < m_width ; cols++)
			{
				tile->QueryAttribute("gid", &data[rows][cols]);
				tile = tile->NextSiblingElement();
			}
		}
	}
	else
	{
		// We get the text (our encoded/compressed data) from the data node and use the base64 decoder to decode it
		for (XMLNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling())
		{
			XMLText* text = e->ToText();
			std::string t = text->Value();
			decodedIDs = base64_decode(t);
		}

		// We use the zlib library to decompress our data once again
		uLongf sizeofids = m_width * m_height * sizeof(int);
		std::vector<unsigned> gids(sizeofids);
		uncompress((Bytef*)&gids[0], &sizeofids, (const Bytef*)decodedIDs.c_str(), decodedIDs.size());

		// gids now contains all of our tile IDs, so we fill our data array with the correct values

		std::vector<int> layerRow(m_width);

		for (int j = 0; j < m_height; j++)
		{
			data.push_back(layerRow);
		}

		for (int rows = 0; rows < m_height; rows++)
		{
			for (int cols = 0; cols < m_width; cols++)
			{
				data[rows][cols] = gids[rows * m_width + cols];
			}
		}
	}

	pTileLayer->setTileIDs(data);
	pTileLayer->setMapWidth(m_width);

	// push into collision array and mark the layer as collidable if necessary
	if (collidable)
	{
		pTileLayer->setCollidable(true);
		pLevel->getCollisionLayers()->push_back(pTileLayer);
	}

	pLevel->getLayers()->push_back(pTileLayer);
}