int Scene::TileExists(glm::vec2 pos, int relativeCoordX, int relativeCoordY) { glm::vec2 position = glm::vec2(pos.x - (tileSize.x / 2), pos.y - (tileSize.y / 4)); glm::vec2 tileIndices = GetCurrentTile(position); return GetTileID((int)tileIndices.x + relativeCoordX, (int)tileIndices.y + relativeCoordY); }
TEST( Tile, GetTileID ) { uint8_t map[GAME_MAP_HEIGHT*GAME_MAP_WIDTH]; for( int i=0; i<GAME_MAP_HEIGHT*GAME_MAP_WIDTH; i++ ) map[i] = i; uint8_t id = GetTileID( map, 0, 0 ); EXPECT_EQ( 0, id ); id = GetTileID( map, 5, 0 ); EXPECT_EQ( 5, id ); id = GetTileID( map, 5, 1 ); EXPECT_EQ( 15, id ); id = GetTileID( map, 5, 5 ); EXPECT_EQ( 55, id ); }