本文整理汇总了C++中TileLayer::setMapWidth方法的典型用法代码示例。如果您正苦于以下问题:C++ TileLayer::setMapWidth方法的具体用法?C++ TileLayer::setMapWidth怎么用?C++ TileLayer::setMapWidth使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TileLayer
的用法示例。
在下文中一共展示了TileLayer::setMapWidth方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: parseTileLayer
void LevelParser::parseTileLayer(XMLElement* pTileElement, Level *pLevel)
{
// New TileLayer instance
TileLayer* pTileLayer = new TileLayer(m_tileSize, m_width, m_height, TheGame::Instance().getTilesets());
// local temporary variable
bool collidable = false;
// A multidimensional array of int values to hold our final decoded and uncompressed tile data
std::vector<std::vector<int>> data;
// xml data node
XMLElement* pDataNode = nullptr;
// to store base64 decoded information
std::string decodedIDs;
// We search for the node we need
for (XMLElement* e = pTileElement->FirstChildElement(); e != NULL; e = e->NextSiblingElement())
{
// check if layer has properties
if (e->Value() == std::string("properties"))
{
for (XMLElement* property = e->FirstChildElement(); property != NULL; property = property->NextSiblingElement())
{
if (property->Value() == std::string("property"))
{
// Check if it is a collision layer
if (property->Attribute("name") == std::string("collidable"))
{
collidable = true;
}
}
}
}
if (e->Value() == std::string("data"))
{
pDataNode = e;
}
}
// Tile information not encoded nor compressed
if (pDataNode->Attribute("encoding") == nullptr)
{
std::vector<int> layerRow(m_width);
for (int rows = 0; rows < m_height; rows++)
{
data.push_back(layerRow);
}
XMLElement* tile = pDataNode->FirstChildElement();
int id;
for (int rows = 0; rows < m_height; rows++)
{
for (int cols = 0; cols < m_width ; cols++)
{
tile->QueryAttribute("gid", &data[rows][cols]);
tile = tile->NextSiblingElement();
}
}
}
else
{
// We get the text (our encoded/compressed data) from the data node and use the base64 decoder to decode it
for (XMLNode* e = pDataNode->FirstChild(); e != NULL; e = e->NextSibling())
{
XMLText* text = e->ToText();
std::string t = text->Value();
decodedIDs = base64_decode(t);
}
// We use the zlib library to decompress our data once again
uLongf sizeofids = m_width * m_height * sizeof(int);
std::vector<unsigned> gids(sizeofids);
uncompress((Bytef*)&gids[0], &sizeofids, (const Bytef*)decodedIDs.c_str(), decodedIDs.size());
// gids now contains all of our tile IDs, so we fill our data array with the correct values
std::vector<int> layerRow(m_width);
for (int j = 0; j < m_height; j++)
{
data.push_back(layerRow);
}
for (int rows = 0; rows < m_height; rows++)
{
for (int cols = 0; cols < m_width; cols++)
{
data[rows][cols] = gids[rows * m_width + cols];
}
}
}
pTileLayer->setTileIDs(data);
pTileLayer->setMapWidth(m_width);
// push into collision array and mark the layer as collidable if necessary
if (collidable)
{
//.........这里部分代码省略.........