TileMap Component
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/TileMapComponent.hpp>
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#include <IAEngine/Engine.hpp>
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namespace ia::iae
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{
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STATIC Vector<Handle> TileTextures;
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TileMapComponent::TileMapComponent(IN Node2D *node) : TextureComponent(node)
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{
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}
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VOID TileMapComponent::Draw()
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{
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TextureComponent::Draw();
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}
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VOID TileMapComponent::DebugDraw()
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{
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TextureComponent::DebugDraw();
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}
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VOID TileMapComponent::Update()
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{
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TextureComponent::Update();
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}
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VOID TileMapComponent::FixedUpdate()
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{
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TextureComponent::FixedUpdate();
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}
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VOID TileMapComponent::BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX,
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IN INT32 tileCountY)
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{
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m_tileWidth = tileWidth;
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m_tileHeight = tileHeight;
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m_tileCountX = tileCountX;
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m_tileCountY = tileCountY;
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TileTextures.resize(m_tileCountX * m_tileCountY);
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}
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VOID TileMapComponent::SetupGridTile(IN INT32 index, IN Handle texture)
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{
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TileTextures[index] = texture;
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}
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VOID TileMapComponent::SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture)
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{
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TileTextures[x + y * m_tileCountX] = texture;
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}
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VOID TileMapComponent::EndGridSetup()
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{
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m_mapTexture = Engine::CombineImages(TileTextures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY);
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SetTexture(m_mapTexture);
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TileTextures.reset();
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}
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} // namespace ia::iae
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