void Nappaform::fLoad() { frameCount = 0; offScreenBitmap = gcnew Bitmap(width, height); offScreenCanvas = Graphics::FromImage(offScreenBitmap); random = gcnew Random(); runLeft = gcnew Bitmap("playerRunLeft.bmp"); runRight = gcnew Bitmap("playerRunRight.bmp"); mainCanvas = CreateGraphics(); //Tilemaps whiteSquare = gcnew Bitmap("tiles.bmp"); blackSquare = gcnew Bitmap("tileBlack.bmp"); tile = gcnew Tile(whiteSquare, true); tile2 = gcnew Tile(blackSquare, false); tileList = gcnew TileList(2); tileList->setTileArrayEntry(tile); tileList->setTileArrayEntry(tile2); //Create the tile map tileMap = gcnew TileMap(tileList, offScreenCanvas, TILES_WIDE, TILES_HIGH, TILE_SIDE); tileMap->loadFromFile("whiteRoom.csv"); //TileMaps //Viewport //Create the view port viewPort = gcnew ViewPort(0,0,VP_TILE_WIDE,VP_TILE_HIGH,Width,Height,tileMap, offScreenCanvas, TILE_SIDE); //ViewPort playerList = gcnew SpriteList(); playerFileNames = gcnew array<String^>{ "playerRunR.bmp", "player5.bmp", "playerRun.bmp", "player5.bmp" }; int boundX = TILES_WIDE * TILE_SIDE; int boundY = TILES_HIGH * TILE_SIDE; player = gcnew Player(tileMap, offScreenCanvas, playerFileNames, random, 8, Rectangle(0,0,boundX, boundY),BOUNCE); playerList->addSprite(player); }
#include "StdAfx.h" #include "TileMap.h" TileMap::TileMap(Graphics^ panelCanvas, array<int, 2>^ startTileMap) { canvas = panelCanvas; tiles = gcnew TileList(); tileMap = startTileMap; } void TileMap::generateTileMap() { //=================================================================== // Generate map of random tiles // REDUNDANT //=================================================================== } void TileMap::drawTileMap() { //=================================================================== // Draw tile bitmap to canvas //(REDUNDANT HANDLED BY THE VIEWPORT) //=================================================================== for(int col = 0; col < N_COLS; col++) { for(int row = 0; row < N_ROWS; row++) { Bitmap^ tileImage = tiles->getTileBitmap(tileMap[row, col]); int x = (row * T_WIDTH);