File reading and improved map initialization

It has some bugs tho
This commit is contained in:
Pòsweg 2017-06-19 07:50:49 +02:00
parent d5343a2cdd
commit 786fb12847
9 changed files with 102 additions and 81 deletions

6
overworld.map Normal file
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@ -0,0 +1,6 @@
01 07
-08 07 02 02
04 09 01 02
06 09 01 02
00 11 16 01
20 11 16 01

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@ -32,10 +32,10 @@ int Core::coreInit(){
gamestate = menu(gRenderer);
break;
case 1:
gamestate = maps.map1();
gamestate = maps.map("overworld");
break;
case 2:
gamestate = maps.map2();
/*case 2:
gamestate = maps.map2();*/
}
}

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@ -15,7 +15,6 @@ class Core{
void init();
void close();
int map1();
void setRectSize(int rect[],int x, int y, int w, int h);
const int SCREEN_WIDTH = 640;

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@ -2,24 +2,26 @@
#include"player.h"
Player::Player(int x,int y, int lvlH, SDL_Renderer* render){
levelHeight = lvlH;
posX = x;
posY = y;
Player::Player(){
szW = 40;
szH = 40;
rect.w = szW;
rect.h = szH;
power = 0;
renderer = render;
ground = false;
};
void Player::set(int x,int y, int lvlH, SDL_Renderer* render){
levelHeight = lvlH;
posX = x;
posY = y;
renderer = render;
ply.setRenderer(renderer);
loadMedia();
ground = false;
};
int Player::print(int cameraX){

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@ -14,7 +14,8 @@ class Entity;
class Player: public Entity{
public:
Player(int x,int y,int lvlH,SDL_Renderer* render);
Player();
void set(int x,int y,int lvlH,SDL_Renderer* render);
int print(int cameraX);
int check(SDL_Rect rectA,int type);
private:

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@ -12,33 +12,83 @@ Maps::Maps(SDL_Renderer* render){
//Set keyboard input
currentKeyStates = SDL_GetKeyboardState(NULL);
//Set player default position
playerPosX = 1*sz;
playerPosY = 1*sz;
};
int Maps::map1(){
//Set the map dimensions
int mapWidth = 36*sz;
int mapHeight = screenHeight;
Maps::~Maps(){
//Deallocate rows
for(int i = 0; i < blockTotal; ++i) delete blockRect[i];
//Deallocate
delete blockRect;
};
//Initialize the player, set its position, pass the map's size and set the renderer
Player player(40,8*sz,mapHeight,renderer);
void Maps::loadMap(std::string path){
//Open the map to read it
std::ifstream map(path.c_str());
//Check if the map is open
if(map == NULL) std::cout << "Unable to load map" << std::endl;
map >> playerPosX;
map >> playerPosY;
playerPosX *= sz;
playerPosY *= sz;
std::cout << playerPosX << " " << playerPosY << std::endl;
//Get the total of blocks
blockTotal = std::count(std::istreambuf_iterator<char>(map), std::istreambuf_iterator<char>(), '\n');
std::cout << blockTotal << std::endl;
map.clear();
map.seekg(0,map.beg);
map.ignore(std::numeric_limits<std::streamsize>::max(),'-');
// dynamically allocate memory using new
blockRect = new int*[blockTotal];
//Build rows
for(int i = 0; i < blockTotal; ++i) blockRect[i] = new int[4];
//Initialize size of the map variables
int mH = 0,mW = 0;
//Load the block information
for(int i = 0; i < blockTotal; i++){
for(int j = 0; j < 4; j++){
map >> blockRect[i][j];
blockRect[i][j] *= 40;
std::cout << blockRect[i][j] << " ";
}
if(blockRect[i][0]+blockRect[i][2] > mW) mW = blockRect[i][0]+blockRect[i][2];
if(blockRect[i][1]+blockRect[i][3] > mH) mH = blockRect[i][1]+blockRect[i][3];
std::cout << std::endl;
}
//Very descriptive by itself
map.close();
//Initialize the player, set its position, pass the map's size and set the renderer
player.set(playerPosX,playerPosY,mH,renderer);
};
int Maps::map(std::string mapName){
//Load map
loadMap(mapName + ".map");
int mapHeight = 12*sz;
int mapWidth = 36*sz;
//Set the camera and pass the map and screen's dimensions
Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
//Initialize the block class and set the player and the renderer
Block ground(renderer,&player);
//Set the quantity and size of the blocks
int blockRect[5][4];
setRectSize(blockRect[0], 8*sz, 7*sz, 2*sz,2*sz);
setRectSize(blockRect[1], 4*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[2], 6*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[3], 0 ,11*sz,16*sz, sz);
setRectSize(blockRect[4],20*sz,11*sz,16*sz, sz);
//Initialize the powerup, set his position, pass the renderer and the player
Powerup powerup(13*sz,8*sz,renderer,&player);
//Initialize the block class and set the player and the renderer
Block ground(renderer,&player);
bool quit = false;
SDL_Event e;
@ -59,10 +109,10 @@ int Maps::map1(){
camera.update(player.getRectangle().x,player.getRectangle().y);
//Print player
if(player.print(camera.getPosX()) == 1) map1();
if(player.print(camera.getPosX()) == 1) return 1;
//Print the blocks the corresponding dimensions and positions and check collisions
for(int i = 0; i < 5; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
for(int i = 0; i < blockTotal; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
//Print the poweup and check collisions
powerup.printAndCheck(camera.getPosX());
@ -70,49 +120,6 @@ int Maps::map1(){
//Render
SDL_RenderPresent(renderer);
}
return -1;
};
int Maps::map2(){
int mapWidth = screenWidth;
int mapHeight = screenHeight;
Player player(40,8*sz,mapHeight,renderer);
Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
Block ground(renderer,&player);
Powerup powerup(13*sz,8*sz,renderer,&player);
int blockRect[4];
setRectSize(blockRect, 0 ,11*sz,16*sz, sz);
bool quit = false;
SDL_Event e;
while(quit == false){
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
}
if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
SDL_RenderClear(renderer);
camera.update(player.getRectangle().x,player.getRectangle().y);
if(player.print(camera.getPosX()) == 1) map2();
ground.printAndCheck(blockRect,camera.getPosX());
powerup.printAndCheck(camera.getPosX());
SDL_RenderPresent(renderer);
}
return -1;
};
void Maps::setRectSize(int rect[],int x, int y, int w, int h){
rect[0] = x;
rect[1] = y;
rect[2] = w;
rect[3] = h;
}

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@ -7,19 +7,25 @@
#include"entity/block.h"
#include"entity/powerup.h"
#include"camera.h"
#include<fstream>
#include<algorithm>
class Maps{
public:
Maps(SDL_Renderer* render);
int map1();
int map2();
~Maps();
int map(std::string mapName);
private:
void setRectSize(int rect[], int x, int y,int w,int h);
void loadMap(std::string path);
SDL_Renderer* renderer;
Player player;
int blockTotal;
int** blockRect;
int sz;
int screenWidth, screenHeight;
int playerPosX, playerPosY;
const Uint8* currentKeyStates;
};

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@ -68,7 +68,7 @@ int menu(SDL_Renderer* renderer){
}
if(currentKeyStates[SDL_SCANCODE_SPACE]){
if(select == 0) return 1;
else if(select == 1) return 2;
else if(select == 1) return 0;
else if(select == 2) break;
}