Map loading

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 5048085192
commit c1c7cd50b1
  1. 63
      SeasonsOfLoneliness.cpp
  2. BIN
      Seasons_of_Loneliness
  3. BIN
      assets/dome.png
  4. 41
      assets/maps/map1
  5. BIN
      assets/player.png
  6. BIN
      assets/tiles.png

@ -34,12 +34,57 @@ public:
float elapsedTime=0; float elapsedTime=0;
const float TARGET_RATE = 1/60.0; const float TARGET_RATE = 1/60.0;
std::string CUTSCENE_CONSOLE_TEXT = ""; std::string CUTSCENE_CONSOLE_TEXT = "";
int**MAP=NULL;
int MAP_WIDTH=-1;
int MAP_HEIGHT=-1;
void LoadMap(char*mapName) {
std::ifstream f("assets/maps/map1");
std::string data;
MAP_WIDTH=MAP_HEIGHT=-1;
if (MAP!=NULL) {
for (int y=0;y<MAP_HEIGHT;y++) {
free(MAP[y]);
}
free(MAP);
}
int y=0;
if (f.is_open()) {
while (f.good()) {
f>>data;
if (MAP_WIDTH==-1) {
std::stringstream stream(data);
stream>>MAP_WIDTH;
} else
if (MAP_HEIGHT==-1) {
std::stringstream stream(data);
stream>>MAP_HEIGHT;
} else {
if (MAP==NULL) {
MAP=(int**)malloc(sizeof(int**)*MAP_HEIGHT);
}
MAP[y]=(int*)malloc(sizeof(int*)*MAP_WIDTH);
for (int i=0;i<data.length();i++) {
MAP[y][i]=data[i]-'0';
}
y++;
}
}
}
for (int y=0;y<MAP_HEIGHT;y++) {
for (int x=0;x<MAP_WIDTH;x++) {
printf("%d",MAP[y][x]);
}
printf("\n");
}
}
bool OnUserCreate() override bool OnUserCreate() override
{ {
SetPixelMode(olc::Pixel::ALPHA); SetPixelMode(olc::Pixel::ALPHA);
//ConsoleCaptureStdOut(true); //ConsoleCaptureStdOut(true);
// Called once at the start, so create things here // Called once at the start, so create things here
LoadMap("map1");
return true; return true;
} }
@ -66,13 +111,31 @@ public:
return true; return true;
} }
void fadeOutCompleted() {
switch (GAME_STATE) {
case CUTSCENE_1:{
GAME_STATE=GAMEWORLD;
}break;
}
}
void fadeInCompleted() {
}
void updateGame(){ void updateGame(){
frameCount++; frameCount++;
if (fade&&transparency<255) { if (fade&&transparency<255) {
transparency=clamp(transparency+FADE_SPD,0,255); transparency=clamp(transparency+FADE_SPD,0,255);
if (transparency==255) {
fadeOutCompleted();
}
} else } else
if (!fade&&transparency>0) { if (!fade&&transparency>0) {
transparency=clamp(transparency-FADE_SPD,0,255); transparency=clamp(transparency-FADE_SPD,0,255);
if (transparency==0) {
fadeInCompleted();
}
} }
switch (GAME_STATE) { switch (GAME_STATE) {
case CUTSCENE_1:{ case CUTSCENE_1:{

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@ -0,0 +1,41 @@
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