本文整理汇总了C++中TileMap::GetTileNumber方法的典型用法代码示例。如果您正苦于以下问题:C++ TileMap::GetTileNumber方法的具体用法?C++ TileMap::GetTileNumber怎么用?C++ TileMap::GetTileNumber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TileMap
的用法示例。
在下文中一共展示了TileMap::GetTileNumber方法的2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: RenderLine
void Window::RenderLine(Renderer &renderer, const TileSet &tileset, TileSet::Number tileset_number,
const TileMap &tilemap, const Palette &window_palette, uint8_t current_line) const
{
// When a new frame begins, reset to beginning of Window
if (0 == current_line)
{
line_to_be_rendered_ = 0;
}
if (window_on_)
{
// There is nothing to draw for lines before the vertical position of the window
if (current_line < window_position_y_)
{
return;
}
// The line (of the tiles) to be drawn, depending on the vertical scroll of the background and the current line being drawn (last 3 bits, 0-7)
const uint8_t line_in_tile{ static_cast<uint8_t>(line_to_be_rendered_ & 0x07) };
// There is nothing to draw for pixels before the horizontal position of the window
size_t pixels_drawn = window_position_x_;
while (pixels_drawn < screen_width_)
{
const auto tile_number = tilemap.GetTileNumber(line_to_be_rendered_, pixels_drawn);
const auto& tile = tileset.GetTile(tileset_number, tile_number);
for (auto x_in_tile = 0; (x_in_tile < tile.GetWidth()) && (pixels_drawn < screen_width_); x_in_tile++)
{
try
{
const auto color = window_palette.GetColor(tile.ReadPixel(x_in_tile, line_in_tile));
renderer.RenderPixel(pixels_drawn, current_line, color);
}
catch (std::out_of_range &)
{
throw std::runtime_error("Trying to access invalid palette");
}
pixels_drawn += 1;
}
}
// Only increase the line to be rendered if the window is enabled
line_to_be_rendered_ += 1;
}
}
示例2: RenderLine
void Background::RenderLine(Renderer &renderer, const TileSet &tileset, TileSet::Number tileset_number,
const TileMap &tilemap, const Palette &bg_palette, uint8_t current_line) const
{
if (background_on_)
{
// The pixel offset inside the first tile to be drawn, depending on the horizontal scroll of the background (last 3 bits, 0-7)
size_t x_offset_in_tile = bg_scroll_x_ & 0x07;
// The line (of the tiles) to be drawn, depending on the vertical scroll of the background and the current line being drawn (last 3 bits, 0-7)
const uint8_t line_in_tile{ static_cast<uint8_t>((current_line + bg_scroll_y_) & 0x07) };
size_t pixels_rendered = 0;
while (pixels_rendered < screen_width_)
{
const auto tile_number = tilemap.GetTileNumber(current_line + bg_scroll_y_, pixels_rendered + bg_scroll_x_);
const auto& tile = tileset.GetTile(tileset_number, tile_number);
for (auto x_in_tile = x_offset_in_tile; (x_in_tile < tile.GetWidth()) && (pixels_rendered < screen_width_); x_in_tile++)
{
try
{
const auto color = bg_palette.GetColor(tile.ReadPixel(x_in_tile, line_in_tile));
renderer.RenderPixel(pixels_rendered, current_line, color);
}
catch (std::out_of_range &)
{
throw std::runtime_error("Trying to access invalid palette");
}
pixels_rendered += 1;
}
// For all tiles except the first one, the whole tile is to be rendered, so there is no offset whatsoever
x_offset_in_tile = 0;
}
}
}