Files
IAEngine/Engine/Src/Imp/CPP/Components/TileMapComponent.cpp
Isuru Samarathunga 9ff1d10d00 TileSet
2025-10-31 15:06:23 +05:30

80 lines
2.5 KiB
C++

// 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 <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/TileMapComponent.hpp>
#include <IAEngine/Engine.hpp>
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<TileEntryDesc> tileDescs, IN INT32 tileWidth, IN INT32 tileHeight,
IN INT32 tileCountX, IN INT32 tileCountY)
{
Vector<Handle> 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