Пример #1
0
void TMXMapImporter::buildTiledLayer(Game *game, TiledLayerInfo *tli, int idOffset)
{
	TiledLayer *tiledLayerToAdd = new TiledLayer(	tli->width,
													tli->height,
													tli->tileSetInfo->tilewidth,
													tli->tileSetInfo->tileheight,
													0,
													tli->collidable,
													largestLayerWidth,
													largestLayerHeight);
	game->getGSM()->getWorld()->addLayer(tiledLayerToAdd);

	// WE HAVE TO ADD ALL THE TILES
	int uncollidableIndex = tli->tileSetInfo->firstgid;
	for (unsigned int i = 0; i < tli->gids.size(); i++)
	{
		Tile *tileToAdd = new Tile();
		tileToAdd->textureID = tli->gids[i] + idOffset - 1;
		if (tli->gids[i] == uncollidableIndex)
			tileToAdd->collidable = false;
		else
			tileToAdd->collidable = tli->collidable;
		tiledLayerToAdd->addTile(tileToAdd);
	}
}
Пример #2
0
void TMXMapImporter::buildImageLayer(Game *game, ImageLayerInfo *ili, int idOffset)
{
	TiledLayer *imageLayerToAdd = new TiledLayer(	1,
													1,
													ili->imagewidth,
													ili->imageheight,
													0,
													ili->collidable,
													largestLayerWidth,
													largestLayerHeight);
	game->getGSM()->getWorld()->addLayer(imageLayerToAdd);
	TextureManager *textureManager = game->getGraphics()->getWorldTextureManager();
	Tile *imageTile = new Tile();
	imageTile->collidable = ili->collidable;
	wstring imageSourceW(ili->imageSource.begin(), ili->imageSource.end());
	imageTile->textureID = textureManager->loadTexture(dir + imageSourceW) + idOffset - 1;
	imageLayerToAdd->addTile(imageTile);
}
bool TMXMapImporter::buildWorldFromInfo(Game *game)
{
	TextureManager *worldTextureManager = game->getGraphics()->getWorldTextureManager();
	if (mapType == MapType::ORTHOGONAL_MAP)
	{
		World *world = game->getGSM()->getWorld();
		int largestLayerWidth = 0;
		int largestLayerHeight = 0;

		// LET'S FIRST FIGURE OUT THE WORLD WIDTH AND HEIGHT

		// FIRST THE IMAGE LAYERS
		map<string, ImageLayerInfo>::const_iterator iliIt = imageLayerInfos.begin();
		while (iliIt != imageLayerInfos.end())
		{
			string key = iliIt->first;
			ImageLayerInfo ili = imageLayerInfos[key];
			if (ili.imagewidth > largestLayerWidth)
				largestLayerWidth = ili.imagewidth;
			if (ili.imageheight > largestLayerHeight)
				largestLayerHeight = ili.imageheight;

			iliIt++;
		}
		// AND THE TILED LAYERS
		map<string, TiledLayerInfo>::const_iterator tliIt = tiledLayerInfos.begin();
		while (tliIt != tiledLayerInfos.end())
		{
			string key = tliIt->first;
			TiledLayerInfo tli = tiledLayerInfos[key];
			int layerWidth = tli.width * tli.tileSetInfo->tilewidth;
			if (layerWidth > largestLayerWidth)
				largestLayerWidth = layerWidth;
			int layerHeight = tli.height * tli.tileSetInfo->tileheight;
			if (layerHeight > largestLayerHeight)
				largestLayerHeight = layerHeight;
			tliIt++;
		}
		unsigned int idOffset = worldTextureManager->getWStringTable()->getNumWStringsInTable();

		// FIRST LOAD ALL THE TILE SETS
		map<string, TileSetInfo>::const_iterator tsiIt = tileSetInfos.begin();
		while (tsiIt != tileSetInfos.end())
		{
			string key = tsiIt->first;
			TileSetInfo tsi = tileSetInfos[key];
			wstring sourceImageW(tsi.sourceImage.begin(), tsi.sourceImage.end());
			bool success = worldTextureManager->loadTileSetFromTexture(game, dir, sourceImageW, tsi.tilewidth, tsi.tileheight);
			if (!success) return false;
			tsiIt++;
		}

		// NOW LOAD THE IMAGE LAYERS, IF THERE ARE ANY
		iliIt = imageLayerInfos.begin();
		while (iliIt != imageLayerInfos.end())
		{
			string key = iliIt->first;
			ImageLayerInfo ili = imageLayerInfos[key];
			
			TiledLayer *imageLayerToAdd = new TiledLayer(	1,
				1,
				ili.imagewidth,
				ili.imageheight,
				0,
				ili.collidable,
				largestLayerWidth,
				largestLayerHeight);
			world->addLayer(imageLayerToAdd);

			Tile *imageTile = new Tile();
			imageTile->collidable = ili.collidable;
			wstring imageSourceW(ili.imageSource.begin(), ili.imageSource.end());
			imageTile->textureID = worldTextureManager->loadTexture(dir + imageSourceW);
			imageLayerToAdd->addTile(imageTile);
	
			iliIt++;
		}

		// AND NOW LOAD THE TILED LAYERS, WHICH REFERENCE THE TILE SETS
		tliIt = tiledLayerInfos.begin();
		while (tliIt != tiledLayerInfos.end())
		{
			// @TODO WE'LL NEED TO CUSTOMIZE THIS
			bool collidableLayer = false;
			string key = tliIt->first;
			TiledLayerInfo tli = tiledLayerInfos[key];
			TiledLayer *tiledLayerToAdd = new TiledLayer(	tli.width,
															tli.height,
															tli.tileSetInfo->tilewidth,
															tli.tileSetInfo->tileheight,
															0,
															tli.collidable,
															largestLayerWidth,
															largestLayerHeight);
			world->addLayer(tiledLayerToAdd);

			// WE HAVE TO ADD ALL THE TILES
			int row = 0;
			int col = 0;
			int uncollidableIndex = tli.tileSetInfo->firstgid;
			for (unsigned int i = 0; i < tli.gids.size(); i++)
			{
				Tile *tileToAdd = new Tile();
				tileToAdd->textureID = tli.gids[i] + idOffset - 1;
				if (tli.gids[i] == uncollidableIndex)
					tileToAdd->collidable = false;
				else {
					tileToAdd->collidable = tli.collidable;

				}
				tiledLayerToAdd->addTile(tileToAdd);
			}
			tliIt++;
		}

		// AND MAKE THE WORLD DIMENSIONS THE
		// SIZE OF THE LARGEST LAYER
		world->setWorldWidth(largestLayerWidth);
		world->setWorldHeight(largestLayerHeight);
	}
	return true;
}