Пример #1
0
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
	// load the tileset texture
	if (!m_tileset.loadFromFile(tileset))
		return false;

	// resize the vertex array to fit the level size
	m_vertices.setPrimitiveType(sf::Quads);
	m_vertices.resize(width * height * 4);

	// populate the vertex array, with one quad per tile
	for (unsigned int i = 0; i < width; ++i)
		for (unsigned int j = 0; j < height; ++j)
		{
			/*
			// get the current tile number
			int tileNumber = tiles[i + j * width];

			// find its position in the tileset texture
			int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
			int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
			*/
			// get a pointer to the current tile's quad
			sf::Vertex* quad = &m_vertices[(i + j * width) * 4];

			// define its 4 corners
			quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
			quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
			quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
			quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);

			quad[0].texCoords = sf::Vector2f(0, 0);
			quad[1].texCoords = sf::Vector2f(0, 32);
			quad[2].texCoords = sf::Vector2f(32, 0);
			quad[3].texCoords = sf::Vector2f(32, 32);
			/*
			// define its 4 texture coordinates
			quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
			quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
			quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
			quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
			*/
		}

		return true;
}