Moved Map Loader to XML. Changed const int return values to enumerators.

I need sleep. Night.
This commit is contained in:
Rtch90 2011-12-14 03:39:27 +00:00
parent 04ac0e839b
commit 6fc252a692
19 changed files with 13862 additions and 207 deletions

13611
Data/Media/Maps/map Normal file

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@ -4,7 +4,7 @@ Game::Game(void) {
m_player = new Player(&m_map);
m_npc = new NPC(&m_map);
m_runGameReturnValue = GAME_RETURN_TO_MMENU;
m_runGameReturnValue = gameMainMenu;
}
Game::~Game(void) {
@ -12,8 +12,8 @@ Game::~Game(void) {
delete m_npc;
}
int Game::Run(const string savegameIDArg) {
m_player->SetXY(100, 50);
gameNavVal_t Game::Run(const string savegameIDArg) {
m_player->SetXY(50, 50);
m_player->LoadSprites("../Data/Media/Images/Characters/template.png", 40, 45);
m_npc->SetXY(300, 300);
@ -35,14 +35,14 @@ int Game::Run(const string savegameIDArg) {
Timer updateTimer;
m_gameRenderTime.SetXY(10, 10);
m_gameRenderTime.SetTextBlended("Render - XX", "vsmall", COLOUR_BLACK);
m_gameRenderTime.SetTextBlended("Render - XX", vsmall, COLOUR_BLACK);
m_gameUpdateTime.SetXY(10, 30);
m_gameUpdateTime.SetTextBlended("Update - XX", "vsmall", COLOUR_BLACK);
m_gameUpdateTime.SetTextBlended("Update - XX", vsmall, COLOUR_BLACK);
stringstream playerXYString;
m_playerXY.SetXY(10, 50);
m_playerXY.SetTextBlended("Player coords - XX XX", "vsmall", COLOUR_BLACK);
m_playerXY.SetTextBlended("Player coords - XX XX", vsmall, COLOUR_BLACK);
m_gameRunning = true;
while(m_gameRunning) {
@ -73,12 +73,12 @@ int Game::Run(const string savegameIDArg) {
// Check to see if we are allowed to display debug info.
if(debugEnabled) {
m_gameUpdateTime.SetTextBlended("Update - " + updateTimer.GetTicksStr(), "vsmall", COLOUR_BLACK);
m_gameRenderTime.SetTextBlended("Render - " + renderTimer.GetTicksStr(), "vsmall", COLOUR_BLACK);
m_gameUpdateTime.SetTextBlended("Update - " + updateTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
m_gameRenderTime.SetTextBlended("Render - " + renderTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
playerXYString.str("");
playerXYString << "Player coords: x" << m_player->GetX() << ", y" << m_player->GetY();
m_playerXY.SetTextBlended(playerXYString.str(), "vsmall", COLOUR_BLACK);
m_playerXY.SetTextBlended(playerXYString.str(), vsmall, COLOUR_BLACK);
}
}
// Restrict the fps.
@ -107,24 +107,24 @@ void Game::HandleInput(void) {
}
else if(event.type == SDL_QUIT) {
m_gameRunning = false;
m_runGameReturnValue = GAME_QUIT_GAME;
m_runGameReturnValue = gameQuitGame;
break;
}
}
} else {
switch(m_ingameMenu.HandleInput()) {
case INGAME_MENU_NOTHING:
case ingameMenuNothing:
break;
case INGAME_MENU_RESUME:
case ingameMenuResume:
m_ingameMenu.SetStatus(false);
break;
case INGAME_MENU_SAVE_GAME:
case ingameMenuSaveGame:
break;
case INGAME_MENU_LOAD_GAME:
case ingameMenuLoadGame:
break;
case INGAME_MENU_OPTIONS:
case ingameMenuOptions:
break;
case INGAME_MENU_EXIT_TO_MMENU:
case ingameMenuMainMenu:
m_gameRunning = false;
break;
}
@ -132,7 +132,7 @@ void Game::HandleInput(void) {
if(event.type == SDL_QUIT) {
m_gameRunning = false;
m_ingameMenu.SetStatus(false);
m_runGameReturnValue = GAME_QUIT_GAME;
m_runGameReturnValue = gameQuitGame;
}
}
}
@ -203,7 +203,6 @@ void Game::LoadSavegame(const string savegameIDArg) {
// <map> - Parse the map file.
dataElem = dataElem->NextSiblingElement("map");
assert(dataElem != NULL);
printf("%s\n", dataElem->GetText());
m_map.Load(dataElem->GetText());
// </map>
}

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@ -19,15 +19,14 @@
#include "../libUnuk/Text.h"
using namespace std;
const int GAME_RETURN_TO_MMENU = 0;
const int GAME_QUIT_GAME = 1;
enum gameNavVal_t { gameMainMenu, gameQuitGame };
class Game {
public:
Game(void);
~Game(void);
int Run(const string savegameIDArg);
gameNavVal_t Run(const string savegameIDArg);
private:
void HandleInput(void);
@ -37,9 +36,13 @@ private:
void LoadSavegame(const string savegameIDArg);
void SaveSavegame(void);
static const int MAX_FPS = 6000;
static const int GAME_UPDATES_PER_SECOND = 60;
static const int SKIP_TICKS = 1000 / GAME_UPDATES_PER_SECOND;
bool m_gameRunning;
int m_runGameReturnValue;
gameNavVal_t m_runGameReturnValue;
string m_saveGameID;
string m_mapID;
@ -48,10 +51,6 @@ private:
Text m_gameRenderTime;
Text m_playerXY;
static const int MAX_FPS = 6000;
static const int GAME_UPDATES_PER_SECOND = 60;
static const int SKIP_TICKS = 1000 / GAME_UPDATES_PER_SECOND;
IngameMenu m_ingameMenu;
Map m_map;

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@ -57,7 +57,7 @@ void Player::HandleInput(void) {
void Player::Update(void) {
Move();
SetCamera();
//SetCamera();
}
void Player::SetName(string nameArg) {

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@ -50,33 +50,34 @@ int main() {
Timer fpsCalc;
fpsCalc.Start();
int gameReturnVal;
bool menuRunning = true;
while(menuRunning) {
menu->Render();
SDL_Flip(screen);
switch(menu->HandleInput()) {
case MAIN_MENU_NOTHING:
case mainMenuNothing:
break;
case MAIN_MENU_NEW_GAME:
case mainMenuNewGame:
delete menu;
game = new Game;
gameReturnVal = game->Run("save.xml");
if(gameReturnVal == GAME_RETURN_TO_MMENU)
switch(game->Run("save")) {
case gameMainMenu:
menu = new MainMenu;
else if(gameReturnVal == GAME_QUIT_GAME)
break;
case gameQuitGame:
menuRunning = false;
break;
}
delete game;
break;
case MAIN_MENU_LOAD_GAME:
case mainMenuLoadGame:
break;
case MAIN_MENU_OPTIONS:
case mainMenuOptions:
break;
case MAIN_MENU_EXIT:
case mainMenuExitGame:
menuRunning = false;
delete menu;
break;

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@ -43,16 +43,16 @@ void Button::SetTextRGB(Uint8 r, Uint8 g, Uint8 b) {
m_textColour.g = g;
m_textColour.b = b;
m_text.SetTextBlended(m_text.GetText(), "small", m_textColour);
m_text.SetTextBlended(m_text.GetText(), small, m_textColour);
}
void Button::SetTextRGB(SDL_Color colour) {
m_textColour = colour;
m_text.SetTextBlended(m_text.GetText(), "small", colour);
m_text.SetTextBlended(m_text.GetText(), small, colour);
}
void Button::SetText(string textArg) {
m_text.SetTextBlended(textArg, "small", m_textColour);
m_text.SetTextBlended(textArg, small, m_textColour);
w = m_text.GetWidth();
h = m_text.GetHeight();

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@ -54,7 +54,7 @@ void Character::LoadSprites(string filename, int wArg, int hArg) {
void Character::AddSpeachBubble(string text) {
m_speachBubble.push_back(text);
m_speachBubbleText.SetTextBlended(text, "small", 0, 0, 0);
//m_speachBubbleText.SetTextBlended(text, "small", 0, 0, 0);
if(m_speachBubbleTimer.IsStarted() == false)
m_speachBubbleTimer.Start();
@ -125,7 +125,7 @@ void Character::Update(void) {
}
} else {
if(m_speachBubble.front() != m_speachBubbleText.GetText()) {
m_speachBubbleText.SetTextBlended(m_speachBubble.front(), "small", 0, 0, 0);
//m_speachBubbleText.SetTextBlended(m_speachBubble.front(), "small", 0, 0, 0);
}
}
}
@ -136,27 +136,19 @@ void Character::Move(void) {
tileX = ((x + (w / 2)) / TILE_WIDTH);
tileY = ((y + (h / 2)) / TILE_HEIGHT);
if((x < 0) || (x + w) > levelWidth)
x -= xVel;
if(CheckTileCollisions())
x -= xVel;
if(CheckEntityCollisions())
x -= xVel;
if(CheckCharacterCollisions())
x -= xVel;
if((x < 0) || (x + w) > levelWidth) x -= xVel;
if(CheckTileCollisions()) x -= xVel;
if(CheckEntityCollisions()) x -= xVel;
if(CheckCharacterCollisions()) x -= xVel;
y += yVel;
tileX = ((x + (w / 2)) / TILE_WIDTH);
tileY = ((y + (h / 2)) / TILE_HEIGHT);
if((y < 0) || (y + h) > levelHeight)
y -= yVel;
if(CheckTileCollisions())
y -= yVel;
if(CheckEntityCollisions())
y -= yVel;
if(CheckCharacterCollisions())
y -= yVel;
if((y < 0) || (y + h) > levelHeight) y -= yVel;
if(CheckTileCollisions()) y -= yVel;
if(CheckEntityCollisions()) y -= yVel;
if(CheckCharacterCollisions()) y -= yVel;
}
bool Character::CheckTileCollisions(void) {

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@ -1,7 +1,7 @@
#include "IngameMenu.h"
IngameMenu::IngameMenu(void) {
m_isActive = false;
m_active = false;
btnResume.SetOutRGB(200, 200, 200);
btnResume.SetOverRGB(255, 255, 255);
@ -38,7 +38,7 @@ IngameMenu::~IngameMenu(void) {
}
int IngameMenu::HandleInput(void) {
ingameMenuNavVal_t IngameMenu::HandleInput(void) {
while(SDL_PollEvent(&event)) {
btnResume.CheckMouseOver();
btnSaveGame.CheckMouseOver();
@ -48,24 +48,24 @@ int IngameMenu::HandleInput(void) {
if(event.key.type == SDL_KEYDOWN) {
if(event.key.keysym.sym == SDLK_ESCAPE)
return INGAME_MENU_RESUME;
return ingameMenuResume;
}
else if(event.type == SDL_MOUSEBUTTONUP) {
if(event.button.button == SDL_BUTTON_LEFT) {
if(btnResume.CheckMouseOver())
return INGAME_MENU_RESUME;
return ingameMenuResume;
else if(btnSaveGame.CheckMouseOver())
return INGAME_MENU_SAVE_GAME;
return ingameMenuSaveGame;
else if(btnLoadGame.CheckMouseOver())
return INGAME_MENU_LOAD_GAME;
return ingameMenuLoadGame;
else if(btnOptions.CheckMouseOver())
return INGAME_MENU_OPTIONS;
return ingameMenuOptions;
else if(btnExitToMenu.CheckMouseOver())
return INGAME_MENU_EXIT_TO_MMENU;
return ingameMenuMainMenu;
}
}
}
return INGAME_MENU_NOTHING;
return ingameMenuNothing;
}
void IngameMenu::Render(void) {

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@ -1,27 +1,33 @@
#ifndef _INGAMEMENU_H_
#define _INGAMEMENU_H_
#include "Menu.h"
const int INGAME_MENU_NOTHING = 0;
const int INGAME_MENU_RESUME = 1;
const int INGAME_MENU_SAVE_GAME = 2;
const int INGAME_MENU_LOAD_GAME = 3;
const int INGAME_MENU_OPTIONS = 4;
const int INGAME_MENU_EXIT_TO_MMENU = 5;
#include "../Unuk/Globals.h"
#include "../Unuk/Constants.h"
#include "Button.h"
#include "ButtonToggle.h"
class IngameMenu : public Menu {
enum ingameMenuNavVal_t {
ingameMenuNothing,
ingameMenuResume,
ingameMenuSaveGame,
ingameMenuLoadGame,
ingameMenuOptions,
ingameMenuMainMenu
};
class IngameMenu {
public:
IngameMenu(void);
~IngameMenu(void);
int HandleInput(void);
ingameMenuNavVal_t HandleInput(void);
void Render(void);
void SetStatus(bool arg) { m_isActive = arg; }
bool GetStatus(void) { return m_isActive; }
void SetStatus(bool arg) { m_active = arg; }
bool GetStatus(void) { return m_active; }
private:
bool m_isActive;
bool m_active;
Button btnResume;
Button btnSaveGame;

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@ -10,7 +10,7 @@ MainMenu::MainMenu(void) {
btnNewGameActive = false;
lblNewGame.SetXY(275, 160);
lblNewGame.SetTextBlended("This will delete your current game, are you sure?", "vsmall", 0, 0, 0);
lblNewGame.SetTextBlended("This will delete your current game, are you sure?", vsmall, 0, 0, 0);
rectNewGame.SetRGB(200, 200, 200);
rectNewGame.SetXY(250, 150);
@ -47,9 +47,9 @@ MainMenu::MainMenu(void) {
btnExit.SetXY(100, 300);
lblMenu.SetXY(100, 75);
lblMenu.SetTextBlended("Unuk", "vlarge", 0, 0, 0);
lblMenu.SetTextBlended("Unuk", vlarge, 0, 0, 0);
m_background.Load("MainMenu");
//m_background.Load("MainMenu");
camera.x = 0;
camera.y = 0;
@ -59,7 +59,7 @@ MainMenu::~MainMenu(void) {
}
int MainMenu::HandleInput(void) {
mainMenuNavVal_t MainMenu::HandleInput(void) {
while(SDL_PollEvent(&event)) {
btnNewGame.CheckMouseOver();
if(btnNewGameActive) {
@ -76,29 +76,29 @@ int MainMenu::HandleInput(void) {
if(btnNewGame.CheckMouseOver())
btnNewGameActive = !btnNewGameActive;
else if(btnLoadGame.CheckMouseOver())
return MAIN_MENU_LOAD_GAME;
return mainMenuLoadGame;
else if(btnOptions.CheckMouseOver())
return MAIN_MENU_OPTIONS;
return mainMenuOptions;
else if(btnExit.CheckMouseOver())
return MAIN_MENU_EXIT;
return mainMenuOptions;
if(btnNewGameActive) {
if(btnNewGameYes.CheckMouseOver())
return MAIN_MENU_NEW_GAME;
return mainMenuNewGame;
else if(btnNewGameNo.CheckMouseOver())
btnNewGameActive = false;
}
}
}
else if(event.type == SDL_QUIT) {
return MAIN_MENU_EXIT;
return mainMenuExitGame;
}
}
return MAIN_MENU_NOTHING;
return mainMenuNothing;
}
void MainMenu::Render(void) {
m_background.Render();
//m_background.Render();
lblMenu.Render();

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@ -1,23 +1,25 @@
#ifndef _MAINMENU_H_
#define _MAINMENU_H_
#include "../Unuk/Constants.h"
#include "Menu.h"
#include "Button.h"
#include "Map.h"
#include "Rect.h"
#include "Text.h"
const int MAIN_MENU_NOTHING = 0;
const int MAIN_MENU_NEW_GAME = 1;
const int MAIN_MENU_LOAD_GAME = 2;
const int MAIN_MENU_OPTIONS = 3;
const int MAIN_MENU_EXIT = 4;
enum mainMenuNavVal_t {
mainMenuNothing,
mainMenuNewGame,
mainMenuLoadGame,
mainMenuOptions,
mainMenuExitGame
};
class MainMenu : public Menu {
class MainMenu {
public:
MainMenu(void);
~MainMenu(void);
int HandleInput(void);
mainMenuNavVal_t HandleInput(void);
void Render(void);
private:

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@ -1,107 +1,164 @@
#include "Map.h"
Map::Map(void) {
//m_characters = CharacterManager;
}
Map::~Map(void) {
//delete m_characters;
}
void Map::Load(const string filename) {
Unload();
m_currentMap = filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
ifstream mapFile(fullMapPath.c_str());
assert(mapFile.is_open());
TiXmlDocument mapFile(fullMapPath);
Unload();
assert(mapFile.LoadFile() == true);
// Read in from the map file, one line at a time.
string line;
while(getline(mapFile, line)) {
m_mapRows = 1;
// Getting dirty with some XML. This seems like a nicer
// approach to loading maps, rather than parsing tet files.
TiXmlElement* rootElem = NULL;
TiXmlElement* lineElem = NULL;
TiXmlElement* tileElem = NULL;
TiXmlElement* dataElem = NULL;
istringstream iss(line);
// We will set x and y positions to zero for now, as we
// are going to set them withing the XML file.
x = 0;
y = 0;
string tileName;
while(iss >> tileName) {
string fullTilePath = "../Data/Media/Images/Tiles/" + tileName + ".png";
m_tile[m_mapRows][m_mapColumns].SetTileTexture(m_tileTextures.Add(fullTilePath));
// <map> - Let's start parsing the map.
rootElem = mapFile.FirstChildElement("map");
assert(rootElem != NULL);
if(rootElem) {
// <line> - We want to tile one line at a time. line represents
// the row we are tiling.
lineElem = rootElem->FirstChildElement("line");
assert(lineElem != NULL);
while(lineElem) {
y++;
x = 0;
// Read the tile solidity.
bool tileSolidity;
iss >> tileSolidity;
m_tile[m_mapRows][m_mapColumns].SetTileSolidity(tileSolidity);
// <tile> - Then we will select the tile. and increment x to keep tiling that row.
tileElem = lineElem->FirstChildElement("tile");
assert(tileElem != NULL);
while(tileElem) {
x++;
m_tile[x][y].SetTileXY((x - 1) * TILE_WIDTH, (y - 1) * TILE_HEIGHT);
// Set the tile x and y variable.
m_tile[m_mapRows][m_mapColumns].SetTileXY((m_mapRows - 1) * TILE_WIDTH, (m_mapColumns - 1) * TILE_HEIGHT);
// <tileTexture> - Apply a teture to the tile.
dataElem = tileElem->FirstChildElement("tileTexture");
assert(dataElem != NULL);
stringstream tilePath;
tilePath << "../Data/Media/Images/Tiles/" << dataElem->GetText() << ".png";
m_tile[x][y].SetTileTexture(m_tileTextures.Add(tilePath.str()));
// <tileTexture> - Finished applying the texture, move to the next sibling.
// Read the entity textures.
string entityName;
iss >> entityName;
// <solidTile> - Check to see if the tile is solid or not.
dataElem = dataElem->NextSiblingElement("solidTile");
assert(dataElem != NULL);
string tileSolidity = dataElem->GetText();
assert(tileSolidity == "false" || tileSolidity == "true");
if(tileSolidity == "false")
m_tile[x][y].SetTileSolidity(false);
else
m_tile[x][y].SetTileSolidity(true);
// </solidTile>
if(entityName == "n") {
m_tile[m_mapRows][m_mapColumns].SetEntityTexture(NULL);
} else {
string entityPath = "../Data/Media/Images/Entities/" + entityName + ".png";
// <entityTexture>
dataElem = dataElem->NextSiblingElement("entityTexture");
assert(dataElem != NULL);
string entityName = dataElem->GetText();
if(entityName == "null")
m_tile[x][y].SetEntityTexture(NULL);
else {
stringstream entityPath;
entityPath << "../Data/Media/Images/Entities/" << entityName << ".png";
m_tile[x][y].SetEntityTexture(m_entityTextures.AddAlpha(entityPath.str()));
m_tile[m_mapRows][m_mapColumns].SetEntityTexture(m_entityTextures.AddAlpha(entityPath));
m_tile[x][y].SetEntityXY(m_tile[x][y].GetTileX() - (m_tile[x][y].GetEntityWidth() / 2 + TILE_WIDTH / 2),
m_tile[x][y].GetTileY() - (m_tile[x][y].GetEntityHeight() / 2 + TILE_HEIGHT / 2));
}
// </entityTexture>
// Set the entities x and y variables.
m_tile[m_mapRows][m_mapColumns].SetEntityXY(
m_tile[m_mapRows][m_mapColumns].GetTileX() - (m_tile[m_mapRows][m_mapColumns].GetEntityWidth() / 2 + TILE_WIDTH / 2),
m_tile[m_mapRows][m_mapColumns].GetTileY() - (m_tile[m_mapRows][m_mapColumns].GetEntityHeight() / 2 + TILE_HEIGHT / 2));
// <SolidEntity>
dataElem = dataElem->NextSiblingElement("solidEntity");
assert(dataElem != NULL);
string entitySolidity = dataElem->GetText();
assert(entitySolidity == "false" || entitySolidity == "true");
if(entitySolidity == "false")
m_tile[x][y].SetEntitySolidity(false);
else
m_tile[x][y].SetEntitySolidity(true);
// </solidEntity>
// <zlevel>
dataElem = dataElem->NextSiblingElement("zlevel");
assert(dataElem != NULL);
m_tile[x][y].SetZLevel(atoi(dataElem->GetText()));
// </zlevel>
// <mapTransition>
dataElem = dataElem->NextSiblingElement("mapTransition");
assert(dataElem != NULL);
m_tile[x][y].SetMapTransitionName(dataElem->GetText());
// </mapTransition>
// <mapTransX>
dataElem = dataElem->NextSiblingElement("mapTransX");
assert(dataElem != NULL);
int mapTransX = atoi(dataElem->GetText());
// </mapTransX>
// <mapTransY>
dataElem = dataElem->NextSiblingElement("mapTransY");
assert(dataElem != NULL);
int mapTransY = atoi(dataElem->GetText());
// </mapTransY>
tileElem = tileElem->NextSiblingElement("tile");
}
// Read the entity solidity.
bool entitySolidity;
iss >> entitySolidity;
m_tile[m_mapRows][m_mapColumns].SetEntitySolidity(entitySolidity);
//</tile>
// Read the tile zlevel.
int zLevel;
iss >> zLevel;
m_tile[m_mapRows][m_mapColumns].SetZLevel(zLevel);
// Read the map transition value.
string mapTransitionName;
iss >> mapTransitionName;
m_tile[m_mapRows][m_mapColumns].SetMapTransitionName(mapTransitionName);
// Read the transition x and y.
int mapTransitionX, mapTransitionY;
iss >> mapTransitionX;
iss >> mapTransitionY;
m_tile[m_mapRows][m_mapColumns].SetMapTransitionXY(mapTransitionX, mapTransitionY);
m_mapRows++;
assert(m_mapRows < TILE_ARRAY_SIZE);
lineElem = lineElem->NextSiblingElement("line");
}
m_mapColumns++;
assert(m_mapColumns < TILE_ARRAY_SIZE);
// </line>
}
levelWidth = (m_mapRows - 1) * TILE_WIDTH;
levelHeight = (m_mapColumns - 1) * TILE_HEIGHT;
// </map>
levelWidth = (x - 1) * TILE_WIDTH;
levelHeight = (y - 1) * TILE_HEIGHT;
//character->Load(filename);
}
void Map::Render(void) {
for(int j = 1; j < x; j++)
for(int i = 1; i < y; i++) {
ApplySurface(m_tile[j][i].GetTileX(), m_tile[j][i].GetTileY(), m_tile[j][i].GetTileTexture(), screen);
if(m_tile[j][i].GetEntityTexture() != NULL)
ApplySurface(m_tile[j][i].GetEntityX(), m_tile[j][i].GetEntityY(), m_tile[j][i].GetEntityTexture(), screen);
}
return;
int xOrig = (camera.x / TILE_WIDTH) + 1;
int yOrig = (camera.y / TILE_HEIGHT) + 1;
int xEnd = xOrig + (SCREEN_WIDTH / TILE_WIDTH);
int yEnd = yOrig + (SCREEN_HEIGHT / TILE_HEIGHT);
if(xEnd < m_mapRows)
if(xEnd < x)
xEnd++;
if(yEnd < m_mapColumns)
if(yEnd < y)
yEnd++;
for(int j = xOrig; j < xEnd; j++)
for(int i = yOrig; i < yEnd; i++) {
for(int j = 1; j < xEnd; j++)
for(int i = 1; i < yEnd; i++) {
ApplySurface(m_tile[j][i].GetTileX(), m_tile[j][i].GetTileY(),
m_tile[j][i].GetTileTexture(), screen);
if(m_tile[j][i].GetEntityTexture() != NULL) {
Debug::logger->message("Entity");
ApplySurface(m_tile[j][i].GetEntityX(), m_tile[j][i].GetEntityY(),
m_tile[j][i].GetEntityTexture(), screen);
}
@ -112,18 +169,13 @@ void Map::Unload(void) {
m_tileTextures.Unload();
m_entityTextures.Unload();
// Start at 1,1 so we do not have to be concerned about messy
// bounds checking when accessing the tile array within the game loop.
m_mapRows = 1;
m_mapColumns = 1;
// As we are not doing bounds checking inside the game loop
// we don't want there to be a solid entity with w,h of ($RAND)
// creating an invisible wall anywhere.
for(int i = 0; i < TILE_ARRAY_SIZE; i++) {
for(int j = 0; j < TILE_ARRAY_SIZE; j++) {
m_tile[i][j].SetTileTexture(NULL);
m_tile[i][j].SetTileSolidity(false);
m_tile[i][j].SetEntityTexture(NULL);
m_tile[i][j].SetEntitySolidity(false);
m_tile[i][j].SetMapTransitionName("null");
}
}
}

View File

@ -6,6 +6,7 @@
#include <sstream>
#include <fstream>
#include <assert.h>
#include <tinyxml.h>
#include "../Unuk/Globals.h"
#include "../Unuk/Constants.h"
@ -13,6 +14,7 @@
#include "ApplySurface.h"
#include "TextureManager.h"
#include "MapTile.h"
#include "Debug.h"
using namespace std;
//class CharacterManager;
@ -47,12 +49,11 @@ private:
void Unload(void);
string m_currentMap;
int m_mapColumns;
int m_mapRows;
int x;
int y;
TextureManager m_tileTextures;
TextureManager m_entityTextures;
//CharacterManager* m_characters;
static const int TILE_ARRAY_SIZE = 150;
MapTile m_tile[TILE_ARRAY_SIZE][TILE_ARRAY_SIZE];

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@ -62,10 +62,10 @@ private:
int m_entityH;
// -1 is a 'special' tile, the next tile that the player walks
// on is the new player z-level.
// on is the players new zlevel.
int m_zLevel;
//If not 'n', switch map when the player walks on this tile.
// If not 'null', switch map when the player walks on this tile.
string m_mapTransitionName;
int m_mapTransitionX;
int m_mapTransitionY;

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@ -50,78 +50,68 @@ void Text::SetXY(int xArg, int yArg) {
y = yArg;
}
int Text::SetTextBlended(string textArg, string size, SDL_Color colour) {
int Text::SetTextBlended(string textArg, textSizes_t size, SDL_Color colour) {
m_textContents = textArg;
if(m_text != NULL) {
SDL_FreeSurface(m_text);
}
if(size == "vsmall") {
if(size == vsmall) {
m_text = TTF_RenderText_Blended(vSmallFont, textArg.c_str(), colour);
return 1;
}
else if(size == "small") {
else if(size == small) {
m_text = TTF_RenderText_Blended(smallFont, textArg.c_str(), colour);
return 1;
}
else if(size == "medium") {
else if(size == medium) {
m_text = TTF_RenderText_Blended(mediumFont, textArg.c_str(), colour);
return 1;
}
else if(size == "large") {
else if(size == large) {
m_text = TTF_RenderText_Blended(largeFont, textArg.c_str(), colour);
return 1;
}
else if(size == "vlarge") {
} else {
m_text = TTF_RenderText_Blended(vLargeFont, textArg.c_str(), colour);
return 1;
} else {
Debug::logger->message("Text::SetTextBlended(): Invalid size argument %s. Defaulted to small.", size.c_str());
m_text = TTF_RenderText_Blended(smallFont, textArg.c_str(), colour);
return 0;
}
}
int Text::SetTextBlended(string textArg, string size, Uint8 r, Uint8 g, Uint8 b) {
int Text::SetTextBlended(string textArg, textSizes_t size, Uint8 r, Uint8 g, Uint8 b) {
SDL_Color f = { r, g, b };
return SetTextBlended(textArg, size, f);
}
int Text::SetTextShaded(string textArg, string size, SDL_Color colour, SDL_Color bgColour) {
int Text::SetTextShaded(string textArg, textSizes_t size, SDL_Color colour, SDL_Color bgColour) {
m_textContents = textArg;
if(m_text != NULL) {
SDL_FreeSurface(m_text);
}
if(size == "vsmall") {
if(size == vsmall) {
m_text = TTF_RenderText_Shaded(vSmallFont, textArg.c_str(), colour, bgColour);
return 1;
}
else if(size == "small") {
else if(size == small) {
m_text = TTF_RenderText_Shaded(smallFont, textArg.c_str(), colour, bgColour);
return 1;
}
else if(size == "medium") {
else if(size == medium) {
m_text = TTF_RenderText_Shaded(mediumFont, textArg.c_str(), colour, bgColour);
return 1;
}
else if(size == "large") {
else if(size == large) {
m_text = TTF_RenderText_Shaded(largeFont, textArg.c_str(), colour, bgColour);
return 1;
}
else if(size == "vlarge") {
} else {
m_text = TTF_RenderText_Shaded(vLargeFont, textArg.c_str(), colour, bgColour);
return 1;
} else {
Debug::logger->message("Text::SetTextBlended(): Invalid size argument %s. Defaulted to small.", size.c_str());
m_text = TTF_RenderText_Shaded(smallFont, textArg.c_str(), colour, bgColour);
return 0;
}
}
int Text::SetTextShaded(string textArg, string size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB) {
int Text::SetTextShaded(string textArg, textSizes_t size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB) {
SDL_Color f = { rF, gF, bF };
SDL_Color b = { rB, gB, bB };
return SetTextShaded(textArg, size, f, b);

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@ -10,6 +10,8 @@
#include "Debug.h"
using namespace std;
enum textSizes_t { vsmall, small, medium, large, vlarge };
class Text {
public:
Text(void);
@ -28,10 +30,10 @@ public:
void SetXY(int xArg, int yArg);
int SetTextBlended(string textArg, string size, SDL_Color);
int SetTextBlended(string textArg, string size, Uint8 r, Uint8 g, Uint8 b);
int SetTextShaded(string textArg, string size, SDL_Color, SDL_Color);
int SetTextShaded(string textArg, string size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB);
int SetTextBlended(string textArg, textSizes_t size, SDL_Color);
int SetTextBlended(string textArg, textSizes_t size, Uint8 r, Uint8 g, Uint8 b);
int SetTextShaded(string textArg, textSizes_t size, SDL_Color, SDL_Color);
int SetTextShaded(string textArg, textSizes_t size, Uint8 rF, Uint8 gF, Uint8 bF, Uint8 rB, Uint8 gB, Uint8 bB);
void Render(void);
void Render(int xArg, int yArg);

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@ -17,7 +17,7 @@ void TextureManager::Unload(void) {
}
SDL_Surface* TextureManager::Add(string filename) {
assert(m_allocated < TEXTURE_NODE_SIZE);
assert(m_allocated < TEXTURE_ARR_SIZE - 1);
// Has the texture been loaded already?
for(int i = 0; i < m_allocated; i++) {
@ -35,7 +35,7 @@ SDL_Surface* TextureManager::Add(string filename) {
}
SDL_Surface* TextureManager::AddAlpha(string filename) {
assert(m_allocated < TEXTURE_NODE_SIZE);
assert(m_allocated < TEXTURE_ARR_SIZE - 1);
// Has the texture been loaded already?
for(int i = 0; i < m_allocated; i++) {

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@ -10,8 +10,8 @@ using namespace std;
* The Texture Manager will keep a small "Database"
* of the name of the texture that is loaded and the
* actual texture so we can query it with the filename
* and it will return an index that we can use to retrieve
* the texture.
* and it will return the teture if it is already in memory
* or load the tture if it is not.
*/
class TextureManager {
public:
@ -31,8 +31,8 @@ private:
};
// We should not need more than a hundred..
static const int TEXTURE_NODE_SIZE = 100;
textureNode textures[TEXTURE_NODE_SIZE];
static const int TEXTURE_ARR_SIZE = 100;
textureNode textures[TEXTURE_ARR_SIZE];
int m_allocated;
};