Files
GDevelop/Extensions/TileMapObject/TileMapTools.cpp
T
Victor Levasseur 7bc23ca655 Reduce TileMapObject memory consumption
(Texture coords are now calculated on the fly, only non-default hitboxes
are stored and collidable property is separated from hitbox storage)
2015-07-31 18:13:34 +02:00

152 lines
5.0 KiB
C++

/**
GDevelop - Tile Map Extension
Copyright (c) 2014-2015 Victor Levasseur (victorlevasseur52@gmail.com)
This project is released under the MIT License.
*/
#include "TileMapTools.h"
#include "TileSet.h"
#include "TileMap.h"
namespace TileMapExtension
{
sf::VertexArray GenerateVertexArray(TileSet &tileSet, TileMap &tileMap)
{
sf::VertexArray vertexArray(sf::Quads);
int tileWidth = tileSet.tileSize.x;
int tileHeight = tileSet.tileSize.y;
if(tileSet.IsDirty())
return vertexArray;
for(int layer = 0; layer < 3; layer++)
{
for(int col = 0; col < tileMap.GetColumnsCount(); col++)
{
for(int row = 0; row < tileMap.GetRowsCount(); row++)
{
TileTextureCoords coords;
if(tileMap.GetTile(layer, col, row) != -1)
{
coords = tileSet.GetTileTextureCoords(tileMap.GetTile(layer, col, row));
}
else
{
coords = tileSet.GetTileTextureCoords(0);
}
{
sf::Vertex vertex(sf::Vector2f(col * tileWidth, row * tileHeight), coords.topLeft);
if(tileMap.GetTile(layer, col, row) == -1)
vertex.color.a = 0;
vertexArray.append(vertex);
}
{
sf::Vertex vertex(sf::Vector2f(col * tileWidth, (row + 1) * tileHeight), coords.bottomLeft);
if(tileMap.GetTile(layer, col, row) == -1)
vertex.color.a = 0;
vertexArray.append(vertex);
}
{
sf::Vertex vertex(sf::Vector2f((col + 1) * tileWidth, (row + 1) * tileHeight), coords.bottomRight);
if(tileMap.GetTile(layer, col, row) == -1)
vertex.color.a = 0;
vertexArray.append(vertex);
}
{
sf::Vertex vertex(sf::Vector2f((col + 1) * tileWidth, row * tileHeight), coords.topRight);
if(tileMap.GetTile(layer, col, row) == -1)
vertex.color.a = 0;
vertexArray.append(vertex);
}
}
}
}
return vertexArray;
}
std::vector<Polygon2d> GenerateHitboxes(TileSet &tileSet, TileMap &tileMap)
{
std::vector<Polygon2d> hitboxes;
const int tileWidth = tileSet.tileSize.x;
const int tileHeight = tileSet.tileSize.y;
if(tileSet.IsDirty())
return hitboxes;
for(int layer = 0; layer < 3; layer++)
{
for(int col = 0; col < tileMap.GetColumnsCount(); col++)
{
for(int row = 0; row < tileMap.GetRowsCount(); row++)
{
//Note : a hitbox is also added for empty/non-collidable tiles to ease the hitbox update when changing a tile
Polygon2d newPolygon;
if(tileMap.GetTile(layer, col, row) != -1 && tileSet.IsTileCollidable(tileMap.GetTile(layer, col, row)))
{
newPolygon = tileSet.GetTileHitbox(tileMap.GetTile(layer, col, row)).hitbox;
}
newPolygon.Move(col * tileWidth, row * tileHeight);
hitboxes.push_back(newPolygon);
}
}
}
return hitboxes;
}
void UpdateVertexArray(sf::VertexArray &vertexArray, int layer, int col, int row, TileSet &tileSet, TileMap &tileMap)
{
if(tileSet.IsDirty())
return;
const int vertexPos = 4 * (layer * tileMap.GetColumnsCount() * tileMap.GetRowsCount() + col * tileMap.GetRowsCount() + row);
TileTextureCoords newCoords = tileMap.GetTile(layer, col, row) != -1 ? tileSet.GetTileTextureCoords(tileMap.GetTile(layer, col, row)) : tileSet.GetTileTextureCoords(0);
vertexArray[vertexPos].texCoords = newCoords.topLeft;
vertexArray[vertexPos + 1].texCoords = newCoords.bottomLeft;
vertexArray[vertexPos + 2].texCoords = newCoords.bottomRight;
vertexArray[vertexPos + 3].texCoords = newCoords.topRight;
for(int i = 0; i < 4; i++)
{
if(tileMap.GetTile(layer, col, row) == -1)
{
vertexArray[vertexPos + i].color.a = 0;
}
else
{
vertexArray[vertexPos + i].color.a = 255;
}
}
}
void UpdateHitboxes(std::vector<Polygon2d> &polygons, sf::Vector2f position, int layer, int col, int row, TileSet &tileSet, TileMap &tileMap)
{
if(tileSet.IsDirty())
return;
const int vertexPos = layer * tileMap.GetColumnsCount() * tileMap.GetRowsCount() + col * tileMap.GetRowsCount() + row;
const int tileWidth = tileSet.tileSize.x;
const int tileHeight = tileSet.tileSize.y;
if(tileMap.GetTile(layer, col, row) != -1 && tileSet.IsTileCollidable(tileMap.GetTile(layer, col, row)))
{
polygons[vertexPos] = tileSet.GetTileHitbox(tileMap.GetTile(layer, col, row)).hitbox;
}
else
{
polygons[vertexPos] = Polygon2d();
}
polygons[vertexPos].Move(position.x + col * tileWidth, position.y + row * tileHeight);
}
}