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