#include #include "Map.hpp" Map::Map(GameRenderer *renderer, int tile_size) : renderer(renderer), tile_size(tile_size), tiles(renderer->screen_width / tile_size, std::vector(renderer->screen_height / tile_size, Tile::grass)), tile_offset_x(-renderer->screen_width / tile_size / 2.0), tile_offset_y(-renderer->screen_height / tile_size / 2.0) { 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); // Create horizontal starting path int y = renderer->screen_height / tile_size / 2; for (unsigned int x = 0; x < tiles.size(); x++) { if (rand() % 2 == 0) y += rand() % 3 - 1; tiles[x][y] = Tile::path; } // Create vertical starting path int x = renderer->screen_width / tile_size / 2; for (unsigned int y = 0; y < tiles[x].size(); y++) { if (rand() % 2 == 0) x += rand() % 3 - 1; tiles[x][y] = Tile::path; } } std::vector Map::generate_tiles(const std::vector &prev_tiles) const { std::vector new_tiles = std::vector(prev_tiles.size(), Tile::grass); int path_idx = 0; for (unsigned int i = 0; i < prev_tiles.size(); i++) { if (prev_tiles[i] == Tile::path) path_idx = i; } if (rand() % 2 == 0) path_idx += rand() % 3 - 1; new_tiles[path_idx] = Tile::path; return new_tiles; } void Map::check_bounds(const double player_x, const double player_y) { // Generate to the left if (tile_offset_x * tile_size + renderer->screen_width > player_x) { const std::vector new_tiles = generate_tiles(tiles[0]); tiles.insert(tiles.begin(), new_tiles); tile_offset_x--; } // Generate upwards if (tile_offset_y * tile_size + renderer->screen_height > player_y) { std::vector prev_tiles; for (unsigned int x = 0; x < tiles.size(); x++) { prev_tiles.push_back(tiles[x][0]); } const std::vector new_tiles = generate_tiles(prev_tiles); for (unsigned int x = 0; x < tiles.size(); x++) { tiles[x].insert(tiles[x].begin(), new_tiles[x]); } tile_offset_y--; } // Generate to the right if (player_x > tile_offset_x * tile_size + tiles.size() * tile_size - renderer->screen_width / 2) { const std::vector new_tiles = generate_tiles(tiles.back()); tiles.push_back(new_tiles); } // Generate downwards if (player_y > tile_offset_y * tile_size + tiles[0].size() * tile_size - renderer->screen_height / 2) { std::vector prev_tiles; for (unsigned int x = 0; x < tiles.size(); x++) { prev_tiles.push_back(tiles[x].back()); } const std::vector new_tiles = generate_tiles(prev_tiles); for (unsigned int x = 0; x < tiles.size(); x++) { tiles[x].push_back(new_tiles[x]); } } } void Map::draw(const double player_x, const double player_y) const { for (unsigned int tile_x = 0; tile_x < tiles.size(); tile_x++) { for (unsigned int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) { int screen_x = (int)(tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2.0 - player_x); int screen_y = (int)(tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2.0 - player_y); if ( screen_x < -tile_size || screen_y < -tile_size || screen_x > renderer->screen_width || screen_y > renderer->screen_height ) { continue; } switch (tiles[tile_x][tile_y]) { case Tile::grass: renderer->draw_sprite(grass_sprite, screen_x, screen_y); break; case Tile::path: renderer->draw_sprite(path_sprite, screen_x, screen_y); break; } } } }