zombo-shooter/src/Map.cpp
2025-10-24 10:57:22 +02:00

96 lines
3.0 KiB
C++

#include <vector>
#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<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::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
{
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;
}
}
}
}