platform-test/source/maps.cpp

126 lines
3.3 KiB
C++

#include "maps.h"
Maps::Maps(SDL_Renderer* render){
//Set renderer
renderer = render;
//set the window's (renderer) dimensions
SDL_GetRendererOutputSize(renderer,&screenWidth,&screenHeight);
//Set unit size
sz = screenWidth/16;
//Set keyboard input
currentKeyStates = SDL_GetKeyboardState(NULL);
//Set player default position
playerPosX = 1*sz;
playerPosY = 1*sz;
};
Maps::~Maps(){
//Deallocate rows
for(int i = 0; i < blockTotal; ++i) delete blockRect[i];
//Deallocate
delete blockRect;
};
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 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;
//Game loop
while(quit == false){
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
}
if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
//Clear the render and set the background color
SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
SDL_RenderClear(renderer);
//Update the camera position
camera.update(player.getRectangle().x,player.getRectangle().y);
//Print player
if(player.print(camera.getPosX()) == 1) return 1;
//Print the blocks the corresponding dimensions and positions and check collisions
for(int i = 0; i < blockTotal; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
//Print the poweup and check collisions
powerup.printAndCheck(camera.getPosX());
//Render
SDL_RenderPresent(renderer);
}
return -1;
};