// 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 { STATIC Vector TileTextures; 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::BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX, IN INT32 tileCountY) { m_tileWidth = tileWidth; m_tileHeight = tileHeight; m_tileCountX = tileCountX; m_tileCountY = tileCountY; TileTextures.resize(m_tileCountX * m_tileCountY); } VOID TileMapComponent::SetupGridTile(IN INT32 index, IN Handle texture) { TileTextures[index] = texture; } VOID TileMapComponent::SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture) { TileTextures[x + y * m_tileCountX] = texture; } VOID TileMapComponent::EndGridSetup() { m_mapTexture = Engine::CombineImages(TileTextures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY); SetTexture(m_mapTexture); TileTextures.reset(); } } // namespace ia::iae