#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, grass)), tile_offset_x(-renderer->screen_width / tile_size / 2), tile_offset_y(-renderer->screen_height / tile_size / 2) { 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; } } std::vector Map::generate_tiles(std::vector prev_tiles) const { std::vector 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::check_bounds(int player_x, int player_y) { 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--; } if (tile_offset_y * tile_size + renderer->screen_height > player_y) { std::vector prev_tiles; for (int x = 0; x < tiles.size(); x++) { prev_tiles.push_back(tiles[x][0]); } const std::vector 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 { for (int tile_x = 0; tile_x < tiles.size(); tile_x++) { for (int tile_y = 0; tile_y < tiles[tile_x].size(); tile_y++) { int screen_x = tile_x * tile_size + tile_offset_x * tile_size + renderer->screen_width / 2 - player_x; int screen_y = tile_y * tile_size + tile_offset_y * tile_size + renderer->screen_height / 2 - 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 grass: renderer->draw_sprite(grass_sprite, screen_x, screen_y); break; case path: renderer->draw_sprite(path_sprite, screen_x, screen_y); break; } } } }