bool loadMedia( Tile* tiles[] ) { //Loading success flag bool success = true; //Load dot texture if( !gDotTexture.loadFromFile( "39_tiling/dot.bmp" ) ) { printf( "Failed to load dot texture!\n" ); success = false; } //Load tile texture if( !gTileTexture.loadFromFile( "39_tiling/tiles.png" ) ) { printf( "Failed to load tile set texture!\n" ); success = false; } //Load tile map if( !setTiles( tiles ) ) { printf( "Failed to load tile set!\n" ); success = false; } return success; }
//Static Methods bool Tile::init(SDL_Renderer *renderer) { bool success = true; sTileTexture.setRenderer(renderer); if (!sTileTexture.textureIsLoaded()) { if (!sTileTexture.loadFromFile("39_tiling/tiles.png")) { printf("Filed to load tile set texture!\n"); success = false; } //Load tile map if (!setTiles()) { printf("Failed to load tile set!\n"); success = false; } } else { printf("Warning: Tile Texture and Set already Loaded!\n"); } return success; }
void WallComponent::updateDisabled() { if(_prevEnabled) { setTiles(false); } _prevEnabled = false; }
void WallComponent::update() { if(!_prevEnabled) { setTiles(true); } _prevEnabled = true; }
Floor::Floor(SDL_Renderer* const& renderer, std::string const& tileSetPath, std::string const& mapPath) : m_renderer(renderer), m_tileSet(NULL), m_mapData(mapPath.c_str()), m_totalTiles(0) { bool success = loadTexture(tileSetPath); assert( success ); success = setTiles(); assert( success ); }
void ktSettings::setup() { //we set the tile size to 4x4 tileSizeX = 4; tileSizeY = 4; //init to 5x5 by default - this will be set through TCP feedback setTiles(5, 5); //tube soft settings tubeSpacing = 1.0f; tubeScaleX = 0.6f; tubeScaleY = 0.6f; tubeHeight = 5.0f; tubeMaxHeight = 10.0f; ofAddListener(ktEvent::events, this, &ktSettings::guiSettingsEvent); }
void theGame() { SDL_WM_SetCaption("WASD: Move, BACKSPACE: Start Screen, ENTER: Fullscreen", NULL); Sprite mew("testChar2.png", 32, 156, 0); //load mew and set R 32, G 156, B 0 to be transparent. Set width to 33 and height to 69 Tile *tiles[TOTAL_TILES]; Enemy *enemies[TOTAL_ENEMIES]; enemies[0] = new Enemy(225, 0, ENEMY_ROBOT); enemies[0]->setVelX(50); enemies[1] = new Enemy(225, 0, ENEMY_ROBOT); enemies[1]->setVelX(100); enemies[2] = new Enemy(225, 0, ENEMY_ANDROID); enemies[2]->setVelX(-75); bool playing = true; if(setTiles(tiles) == false) { cleanUp(); exit(0); } //game loop delta.start(); while(playing) { fps.start(); while(SDL_PollEvent(&event)) { mew.handle_input(); myWindow.handle_window(); handleMusic(); if(event.key.keysym.sym == SDLK_BACKSPACE) { deleteTiles(tiles); deleteEnemies(enemies); startScreen(); } if(event.type == SDL_QUIT) playing = false; } if (myWindow.error()) { cleanUp(); exit(0); } mew.move(delta.get_ticks(), tiles, enemies); for (int e = 0; e < TOTAL_ENEMIES; e++) { enemies[e]->walk(delta.get_ticks(), tiles); } delta.start(); //restart delta after movement mew.setCamera(); for( int t = 0; t < TOTAL_TILES; t++ ) tiles[t]->show(); mew.show(); for (int e = 0; e < TOTAL_ENEMIES; e++) enemies[e]->show(); if(SDL_Flip(screen) == -1) { cleanUp(); exit(0); } if(fps.get_ticks() < (1000 / FRAMES_PER_SECOND)) SDL_Delay(1000 / FRAMES_PER_SECOND - fps.get_ticks()); } deleteTiles(tiles); deleteEnemies(enemies); exit(0); }