Implement multiple layers

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent bf437e0317
commit 3e6ce41b08
  1. BIN
      C++ProjectTemplate
  2. 64
      assets/maps/map0_2
  3. 66
      main.cpp

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@ -21,9 +21,11 @@ using namespace olc;
class Map{
public:
std::string filename;
std::string l2filename;
Decal*tileset;
Map(std::string fname,Decal*tileset) {
Map(std::string fname,std::string layer2_fname,Decal*tileset) {
this->filename=fname;
this->l2filename=layer2_fname;
this->tileset=tileset;
}
};
@ -86,6 +88,7 @@ public:
bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
std::vector<std::vector<TILE*>> MAP;
std::vector<std::vector<TILE*>> MAP2; //The foreground layer.
std::map<Reference,Decal*> SPRITES;
std::map<Reference,Animation*> ANIMATIONS;
std::map<int,Object*> OBJ_INFO;
@ -93,6 +96,10 @@ public:
bool OnUserCreate() override
{
for (int i=1;i<4;i++) {
CreateLayer();
EnableLayer(i,true);
}
SetPixelMode(Pixel::ALPHA);
ConsoleCaptureStdOut(true);
// Called once at the start, so create things here
@ -100,7 +107,7 @@ public:
SetupAnimations();
SetupObjectInfo();
MAP_ONETT=new Map("map0",SPRITES[TILESET1]);
MAP_ONETT=new Map("map0","map0_2",SPRITES[TILESET1]);
//OBJ_INFO["PLAYER"]=PLAYER_ANIMATION;
@ -117,6 +124,14 @@ public:
updateGame();
}
keyUpdates();
SetDrawTarget(nullptr);
Clear(BLANK);
SetDrawTarget(1);
Clear(BLANK);
SetDrawTarget(2);
Clear(BLANK);
SetDrawTarget(3);
Clear(BLANK);
drawGame();
return true;
}
@ -209,7 +224,10 @@ public:
int yTileOffset = cameraPos.y/32;
int xTileOffset = cameraPos.x/32;
if (x+xTileOffset>=0&&x+xTileOffset<MAP_WIDTH&&y+yTileOffset>=0&&y+yTileOffset<MAP_HEIGHT) {
SetDrawTarget(2);
DrawPartialDecal({x*32-fmod(cameraPos.x,32),y*32-fmod(cameraPos.y,32)},SPRITES[TILESET1],{MAP[y+yTileOffset][x+xTileOffset]->tileX*32,MAP[y+yTileOffset][x+xTileOffset]->tileY*32},{32,32});
SetDrawTarget(3);
DrawPartialDecal({x*32-fmod(cameraPos.x,32),y*32-fmod(cameraPos.y,32)},SPRITES[TILESET1],{MAP2[y+yTileOffset][x+xTileOffset]->tileX*32,MAP2[y+yTileOffset][x+xTileOffset]->tileY*32},{32,32});
}
}
}
@ -225,12 +243,19 @@ public:
void LoadMap(Map*map) {
std::ifstream f("assets/maps/"+map->filename);
std::ifstream f2("assets/maps/"+map->l2filename);
for (int i=0;i<MAP.size();i++) {
for (int j=0;j<MAP[i].size();j++) {
delete MAP[i][j];
}
MAP[i].clear();
}
for (int i=0;i<MAP2.size();i++) {
for (int j=0;j<MAP2[i].size();j++) {
delete MAP2[i][j];
}
MAP2[i].clear();
}
MAP_WIDTH=-1;
MAP_HEIGHT=-1;
MAP.clear();
@ -275,7 +300,44 @@ public:
MAP_HEIGHT++;
}
}
while (f2.good()) {
f2>>data;
if (data.find("OBJECT")!=std::string::npos) {
int marker=data.find_first_of(';');
int lastMarker=marker;
std::stringstream split1(data.substr(6,marker-6));
marker=data.find_first_of(';',marker+1);
std::stringstream split2(data.substr(lastMarker+1,marker-lastMarker-1));
lastMarker=marker;
marker=data.find_first_of(';',marker+1);
std::stringstream split3(data.substr(lastMarker+1,marker-lastMarker-1));
lastMarker=marker;
double x,y;
split1>>x;
split2>>y;
int id;
split3>>id;
Object*newObj = new Object(OBJ_INFO[id]->name,{x,y},OBJ_INFO[id]->spr);
OBJECTS.push_back(newObj);
//printf("Object: %s %s %s\n",split1.c_str(),split2.c_str(),split3.c_str());
} else {
std::vector<TILE*> tiles;
for (int i=0;i<data.length();i++) {
unsigned char tileX,tileY;
tileX=data[i]&0x0F;
tileY=(data[i]&0xF0)>>4;
tiles.push_back(new TILE(tileX,tileY));
}
MAP2.push_back(tiles);
}
}
printf("Loaded map %s.\n",map->filename.c_str());
f.close();
f2.close();
}
Decal*CreateSprite(std::string spriteName) {

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