// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
#include
#include
namespace ia::iae
{
TileMapComponent::TileMapComponent(IN Node2D *node) : TextureComponent(node)
{
}
VOID TileMapComponent::Draw()
{
TextureComponent::Draw();
}
VOID TileMapComponent::DebugDraw()
{
TextureComponent::DebugDraw();
}
VOID TileMapComponent::Update()
{
TextureComponent::Update();
}
VOID TileMapComponent::FixedUpdate()
{
TextureComponent::FixedUpdate();
}
VOID TileMapComponent::Setup(IN CONST Vector &tileDescs, IN INT32 tileWidth, IN INT32 tileHeight,
IN INT32 tileCountX, IN INT32 tileCountY)
{
Vector textures;
m_tileWidth = tileWidth;
m_tileHeight = tileHeight;
m_tileCountX = tileCountX;
m_tileCountY = tileCountY;
m_tileEntries.reset();
m_tileEntries.reserve(tileDescs.size());
for (const auto &td : tileDescs)
{
if (td.TileTexture != INVALID_HANDLE)
textures.pushBack(td.TileTexture);
else
{
const auto tileSet = (TileSet *) Engine::GetTileSet(td.TileSetName);
textures.pushBack(tileSet->GetTileTexture(td.TileIndex));
}
m_tileEntries.pushBack(TileEntry{.IsWalkable = td.IsWalkable});
}
if (m_mapTexture != INVALID_HANDLE)
Engine::DestroyImage(m_mapTexture);
m_mapTexture = Engine::CombineImages(textures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY);
SetTexture(m_mapTexture);
}
BOOL TileMapComponent::CanWalkX(IN Vec2 pixelPosition, IN FLOAT32 d)
{
const auto p = pixelPosition.x + d;
return GetTileEntry((INT32)(p/m_tileWidth), (INT32)(pixelPosition.y/m_tileHeight)).IsWalkable;
}
BOOL TileMapComponent::CanWalkY(IN Vec2 pixelPosition, IN FLOAT32 d)
{
const auto p = pixelPosition.y + d;
return GetTileEntry((INT32)(pixelPosition.x/m_tileWidth), (INT32)(p/m_tileHeight)).IsWalkable;
}
} // namespace ia::iae