// 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 InitializerList 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) { 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) { return true; } BOOL TileMapComponent::CanWalkY(IN Vec2 pixelPosition, IN FLOAT32 d) { return true; } } // namespace ia::iae