TileSet
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@ -16,6 +16,11 @@
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#include <Game.hpp>
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namespace ia::iae::rpg
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{
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RefPtr<TileMapNode> g_map;
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}
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namespace ia::iae::rpg
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{
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GameRequestedConfig *RequestEngineConfig()
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@ -35,6 +40,39 @@ namespace ia::iae::rpg
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Engine::SetRenderState_YSortingEnabled(true);
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Engine::Input_SetupKeyboardGamePad(InputKey::K_LEFT, InputKey::K_RIGHT, InputKey::K_DOWN, InputKey::K_UP,
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InputKey::A, InputKey::B, InputKey::C, InputKey::D);
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Engine::CreateTileSetFromFile("TSet1", "Resources/Sprites/Cute_Fantasy_Free/Tiles/Beach_Tile.png", 16, 16);
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g_map = MakeRefPtr<TileMapNode>("Map");
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g_map->GetTileMapComponent()->Setup({
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 0,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 1,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 2,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 3,
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.TileSetName = "TSet1",
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}
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}, 16, 16, 4, 1);
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auto mainCamera = MakeRefPtr<CameraNode>(Engine::GetUniqueResourceName());
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Engine::SetActiveCamera(mainCamera->GetCameraComponent());
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Engine::GetActiveScene()->AddNode(mainCamera);
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Engine::GetActiveScene()->AddNode(g_map);
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}
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VOID OnTerminate()
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