void Engine::RenderFrame() { int cameraXOffset = camera->GetPosition().x, cameraYOffset = camera->GetPosition().y; Tile* tile; window->Clear(); bound = camera->GetTileBounds(tileSize); int tmp = bound.GetHeight(); tmp++; tmp--; for(int y = 0, tileY = bound.Top; y < bound.GetHeight(); y++, tileY++) { for(int x = 0, tileX = bound.Left; x < bound.GetWidth(); x++, tileX++) { tile = graph->getTile(tileX,tileY); tile->Draw( (x * tileSize) - cameraXOffset, (y * tileSize) - cameraYOffset, window); } } window->Display(); }
void Engine::RenderFrame() { Collision checker; //DELETE //Camera offsets int camOffsetX, camOffsetY; Tile* tile; window->clear(); //Get the tile bounds we need to draw sf::IntRect bounds = camera->GetTileBounds(tileSize); //Figure out how much to offset each tile camOffsetX = camera->GetTileOffset(tileSize).x; camOffsetY = camera->GetTileOffset(tileSize).y; //Loop through and draw each tile //We're keeping track of two variables in each loop. How many tiles //we've drawn (x and y), and which tile on the map we're drawing (tileX //and tileY) player->ground = false; for(int y = 0, tileY = bounds.top; y < bounds.height; y++, tileY++) { for(int x = 0, tileX = bounds.left; x < bounds.width; x++, tileX++) { tile = new Tile(TextureManager.GetTexture(0)); // background! tile->Draw((x * tileSize) - camOffsetX, (y * tileSize) - camOffsetY, window); //Get the tile tile = currentLevel->GetTile(tileX, tileY); if(tile){ tile->Draw((x * tileSize) - camOffsetX, (y * tileSize) - camOffsetY, window); if(checker.RectCollide(sf::FloatRect((x * tileSize), (y * tileSize), tileSize, tileSize), sf::FloatRect((player->getPosition().left), (player->getPosition().top), tileSize, tileSize)) && tile->baseSprite.getTexture() == Tile(TextureManager.GetTexture(2)).baseSprite.getTexture()){ player->ground = true; } } } } player->Draw(camOffsetX, camOffsetY, window); window->display(); }
void Level::Draw(bool actionMode, Vector2i camOffset, IntRect bounds, Vector2f camPos, RenderWindow* window) { int camOffsetX = camOffset.x; int camOffsetY = camOffset.y; //Variables: X & Y - how many tiles drawn, TILEX & TILEY - which tile being drawn int x, y, tileX, tileY; Tile* tile; //Loop and draw each tile for (y = 0, tileY = bounds.top; y < bounds.height; y++, tileY++) { for (x = 0, tileX = bounds.left; x < bounds.width; x++, tileX++) { //make sure tile location is within map if (tileX < 0 || tileY < 0 || tileX >= map.size() || tileY >= map[0].size()) continue; //get the tile being drawn tile = map[tileX][tileY]; if(tile) { tile->Draw((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, window); if(selectedTile == tile) { DrawSelectBorder((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, window); } else if (targetedTile == tile) { DrawTargetBorder((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, window); } if(hoverTile == tile) { DrawHoverBorder((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, window); } if(actionMode && selectedTile && selectedTile->GetDomOccupant()) { DrawMoveSprites((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, selectedTile->GetDomOccupant()->GetSpeed(), tile, window); } else if(actionMode) { DrawGridSprite((x * TILESIZE) - camOffsetX, (y * TILESIZE) - camOffsetY, window); } } } } //Loop and draw each tile's occupants; this requires its own loop so that tiles don't get //drawn over entities for (y = 0, tileY = bounds.top; y < bounds.height; y++, tileY++) { for (x = 0, tileX = bounds.left; x < bounds.width; x++, tileX++) { //make sure tile location is within map if (tileX < 0 || tileY < 0 || tileX >= map.size() || tileY >= map[0].size()) continue; //get the tile whose occupants are to be drawn tile = map[tileX][tileY]; if(tile) { tile->DrawOccupants(camPos.x, camPos.y, window); } } } }