Implement tile generation

This commit is contained in:
Reimar 2025-10-24 10:57:22 +02:00
parent 7f7aa9e72f
commit fae8959ef2
5 changed files with 61 additions and 6 deletions

View File

@ -20,6 +20,8 @@ void Game::update()
renderer.redraw();
map.check_bounds(player.x, player.y);
std::this_thread::sleep_for(16666us);
}
}

View File

@ -10,16 +10,66 @@ Map::Map(GameRenderer *renderer, int tile_size) :
{
grass_sprite = renderer->load_sprite("./assets/grass_tile.png", tile_size, tile_size);
path_sprite = renderer->load_sprite("./assets/path_tile.png", tile_size, tile_size);
int y = renderer->screen_height / tile_size / 2;
for (int x = 0; x < tiles.size(); x++) {
if (rand() % 2 == 0) y += rand() % 3 - 1;
tiles[x][y] = path;
}
int x = renderer->screen_width / tile_size / 2;
for (int y = 0; y < tiles[x].size(); y++) {
if (rand() % 2 == 0) x += rand() % 3 - 1;
tiles[x][y] = path;
}
}
void Map::generate_row() const
std::vector<Tile> Map::generate_tiles(std::vector<Tile> prev_tiles) const
{
std::vector<Tile> new_tiles;
for (int i = 0; i < prev_tiles.size(); i++) {
Tile new_tile = grass;
if (
(i > 0 && prev_tiles[i-1] == path) ||
prev_tiles[i] == path ||
(i < prev_tiles.size() - 1 && prev_tiles[i+1]) == path
) {
if (rand() % 2 == 0) {
new_tile = path;
}
}
new_tiles.push_back(new_tile);
}
return new_tiles;
}
void Map::generate_col() const
void Map::check_bounds(int player_x, int player_y)
{
if (tile_offset_x * tile_size + renderer->screen_width > player_x) {
const std::vector<Tile> new_tiles = generate_tiles(tiles[0]);
tiles.insert(tiles.begin(), new_tiles);
tile_offset_x--;
}
if (tile_offset_y * tile_size + renderer->screen_height > player_y) {
std::vector<Tile> prev_tiles;
for (int x = 0; x < tiles.size(); x++) {
prev_tiles.push_back(tiles[x][0]);
}
const std::vector<Tile> new_tiles = generate_tiles(prev_tiles);
for (int x = 0; x < tiles.size(); x++) {
tiles[x].insert(tiles[x].begin(), new_tiles[x]);
}
tile_offset_y--;
}
}
void Map::draw(int player_x, int player_y) const

View File

@ -18,14 +18,14 @@ private:
Sprite grass_sprite;
Sprite path_sprite;
void generate_row() const;
void generate_col() const;
std::vector<Tile> generate_tiles(std::vector<Tile> prev_tiles) const;
public:
Map(GameRenderer *renderer, int tile_size);
void draw(int player_x, int player_y) const;
void check_bounds(int player_x, int player_y);
};
#endif

View File

@ -16,7 +16,7 @@ public:
double x_vel = 0;
double y_vel = 0;
const double speed = 0.9;
const double speed = 1.5;
Player(GameRenderer *renderer);

View File

@ -1,7 +1,10 @@
#include <ctime>
#include "Game.hpp"
int main()
{
srand(time(nullptr));
Game game = Game();
game.run();