Grid - widget for holding multi-layer map data
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6d05f8bc63
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4 changed files with 216 additions and 11 deletions
113
src/Grid.cpp
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113
src/Grid.cpp
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#include "Grid.h"
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#include <cmath>
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GridPoint::GridPoint():
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color(0, 0, 0, 0), walkable(true), tilesprite(-1), transparent(true), visible(false), discovered(false), color_overlay(0,0,0,255), tile_overlay(-1), uisprite(-1)
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{};
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void Grid::setSprite(int ti)
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{
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int tx = ti % texture_width, ty = ti / texture_width;
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sprite.setTextureRect(sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size));
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}
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Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
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grid_size(gs),
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grid_x(gx), grid_y(gy),
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zoom(1.0f), center_x(gx), center_y(gy),
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texture_width(12), texture_height(11)
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{
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//grid_size = gs;
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//zoom = 1.0f;
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//grid_x = gx;
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//grid_y = gy;
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points.resize(gx*gy);
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box.setSize(sf::Vector2f(_w, _h));
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box.setPosition(sf::Vector2f(_x, _y));
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box.setFillColor(sf::Color(0,0,0,0));
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renderTexture.create(_w, _h);
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texture.loadFromFile("./assets/kenney_tinydungeon.png");
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texture.setSmooth(false);
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sprite.setTexture(texture);
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//output.setSize(box.getSize());
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output.setTextureRect(
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sf::IntRect(0, 0,
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box.getSize().x, box.getSize().y));
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output.setPosition(box.getPosition());
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// textures are upside-down inside renderTexture
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output.setTexture(renderTexture.getTexture());
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// Show one texture at a time
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sprite.setTexture(texture);
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}
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void Grid::render(sf::RenderWindow & window)
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{
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renderTexture.clear();
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//renderTexture.draw(box);
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// sprites that are visible according to zoom, center_x, center_y, and box width
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auto box_size = box.getSize();
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float view_width = box_size.x / (grid_size * zoom);
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float view_height = box_size.y / (grid_size * zoom);
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float top_offset = (center_y * grid_size) - box_size.y/2.0f;
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float left_offset = (center_x * grid_size) - box_size.x/2.0f;
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sprite.setScale(sf::Vector2f(zoom, zoom));
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auto box_pos = box.getPosition();
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int x_start = std::floor(center_x - view_width/2.0f);
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int x_end = std::ceil(center_x + view_width/2.0f);
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int y_start = std::floor(center_y - view_height/2.0f);
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int y_end = std::ceil(center_y + view_height/2.0f);
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for (int x = 0;
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x < grid_x; //x < view_width;
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x++)
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{
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for (int y = 0;
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y < grid_y; //y < view_height;
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y++)
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{
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// convert grid's coordinate to pixel coords to draw
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//float window_x = (x_start + x) * grid_size * zoom;
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//float window_y = (y_start + y) * grid_size * zoom;
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float natural_x = x * grid_size * zoom;
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float natural_y = y * grid_size * zoom;
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sprite.setPosition(
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sf::Vector2f(natural_x - left_offset,
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natural_y - top_offset));
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auto gridPoint = at(x, y);
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// color?
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// tilesprite
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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setSprite(at(x, y).tilesprite);
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renderTexture.draw(sprite);
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// overlay
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// uisprite
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}
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}
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// grid lines for testing & validation
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// render to window
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renderTexture.display();
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window.draw(output);
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}
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GridPoint& Grid::at(int x, int y)
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{
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return points[y * grid_x + x];
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}
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