本文整理汇总了C++中Tileset::GetTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ Tileset::GetTexture方法的具体用法?C++ Tileset::GetTexture怎么用?C++ Tileset::GetTexture使用的例子?那么, 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Tileset
的用法示例。
在下文中一共展示了Tileset::GetTexture方法的3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: IsRectCollidesTile
bool PhyTileEngine::IsRectCollidesTile(core::recti rect_, video::SColor blockType_, int tileX, int tileY)
{
const LayerTile* layerTile = m_physicLayerTile->GetLayerTile(tileX, tileY);
if (layerTile->GetTilesetId() >= 0)
{
Tileset* tileset = m_tilemap->GetTileset( layerTile->GetTilesetId() );
video::ITexture* tilesetText = tileset->GetTexture( m_driver );
// Get intersection with physic layer image to be in bounds
core::recti srcRect = rect_;
core::recti tileRect( tileX * m_tilemap->GetTileWidth(), tileY * m_tilemap->GetTileHeight(), (tileX + 1) * m_tilemap->GetTileWidth(), (tileY + 1) * m_tilemap->GetTileHeight() );
//srcRect.clipAgainst(tileRect);
srcRect.UpperLeftCorner.X = core::max_( rect_.UpperLeftCorner.X, tileRect.UpperLeftCorner.X);
srcRect.LowerRightCorner.X = core::min_( rect_.LowerRightCorner.X, tileRect.LowerRightCorner.X);
srcRect.UpperLeftCorner.Y = core::max_( rect_.UpperLeftCorner.Y, tileRect.UpperLeftCorner.Y);
srcRect.LowerRightCorner.Y = core::min_( rect_.LowerRightCorner.Y, tileRect.LowerRightCorner.Y);
// move to tileset coords
s32 rectWidth = srcRect.getWidth();
s32 rectHeight = srcRect.getHeight();
srcRect.UpperLeftCorner.X = (srcRect.UpperLeftCorner.X % m_tilemap->GetTileWidth()) + tileset->GetTileX(layerTile->GetTileId()) * m_tilemap->GetTileWidth();
srcRect.UpperLeftCorner.Y = (srcRect.UpperLeftCorner.Y % m_tilemap->GetTileHeight()) + tileset->GetTileY(layerTile->GetTileId()) * m_tilemap->GetTileHeight();
srcRect.LowerRightCorner.X = srcRect.UpperLeftCorner.X + rectWidth;
srcRect.LowerRightCorner.Y = srcRect.UpperLeftCorner.Y + rectHeight;
u8* pixelData = static_cast<u8 *>( tilesetText->lock(true) );
core::dimension2du textSize = tilesetText->getSize();
u32 pixelSize = tilesetText->getPitch() / textSize.Width;
bool isCollision = false;
//!!!NOTE: suppose format video::ECOLOR_FORMAT::ECF_A8R8G8B8
for( s32 x = srcRect.UpperLeftCorner.X; x < srcRect.LowerRightCorner.X && !isCollision; ++x )
for( s32 y = srcRect.UpperLeftCorner.Y; y < srcRect.LowerRightCorner.Y && !isCollision; ++y )
{
s32 index = y * tilesetText->getPitch() + x * pixelSize;
video::SColor color( *((u32*)(pixelData + index)) );
if( color == blockType_ )
{
isCollision = true;
}
}
tilesetText->unlock();
return isCollision;
}
return false;
}
示例2: parseElement
void TileLayer::parseElement(tinyxml2::XMLElement* layerElement, Map* map)
{
// Get properties
auto properties = layerElement->FirstChildElement("properties");
if(properties != 0)
parseProperties(properties);
m_name = layerElement->Attribute("name");
m_width = layerElement->UnsignedAttribute("width");
m_height = layerElement->UnsignedAttribute("height");
// Parse data
unsigned int x = 0;
unsigned int y = 0;
auto tile = layerElement->FirstChildElement("data")->FirstChildElement("tile");
while(tile != 0)
{
unsigned int gid = tile->UnsignedAttribute("gid");
// Read out the flags
bool flipped_horizontally = (gid & FLIPPED_HORIZONTALLY_FLAG) != 0;
bool flipped_vertically = (gid & FLIPPED_VERTICALLY_FLAG) != 0;
// TODO: implement this
//bool flipped_diagonally = (gid & FLIPPED_DIAGONALLY_FLAG) != 0;
// Clear the flags
gid &= ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG
| FLIPPED_DIAGONALLY_FLAG);
// Find correct tileset
for(int i = map->tilesets.size() - 1; i >= 0; --i)
{
Tileset* tileset = map->tilesets[i];
if(tileset->GetFirstGID() <= gid)
{
if(x >= map->GetWidth())
{
x = 0;
y++;
}
const pmath::Rect t(static_cast<float>(x * tileset->GetTileWidth()), static_cast<float>(y * tileset->GetTileHeight()),
static_cast<float>(tileset->GetTileWidth()), static_cast<float>(tileset->GetTileHeight()));
auto tile = new Tile(t);
if(flipped_horizontally)
tile->transform.SetScale(-1, tile->transform.GetScale().y);
if(flipped_vertically)
tile->transform.SetScale(tile->transform.GetScale().x, -1);
tile->parent = static_cast<GameObject*>(map);
const pmath::Rect texCoords = tileset->GetTile(gid - tileset->GetFirstGID());
m_tiles.push_back(tile);
m_spriteBatches.at(tileset->GetTexture())->AddSprite(&tile->transform, "", pmath::Vec4(1,1,1,1), texCoords);
x++;
break;
}
}
tile = tile->NextSiblingElement("tile");
}
}
示例3: parseElement
void TileLayer::parseElement(tinyxml2::XMLElement* layerElement, Map* map)
{
// Get properties
auto properties = layerElement->FirstChildElement("properties");
if(properties != 0)
parseProperties(properties);
m_name = layerElement->Attribute("name");
m_width = layerElement->UnsignedAttribute("width");
m_height = layerElement->UnsignedAttribute("height");
if (layerElement->Attribute("visible") != 0)
{
m_active = layerElement->IntAttribute("visible") == 0 ? false : true;
}
else
m_active = true;
// Parse data
unsigned int x = 0;
unsigned int y = 0;
auto tile = layerElement->FirstChildElement("data")->FirstChildElement("tile");
while(tile != 0)
{
unsigned int gid = tile->UnsignedAttribute("gid");
// Go to the next "line"
if (x >= map->GetWidth())
{
x = 0;
y++;
}
// Tile is "empty space"
if (gid == 0)
{
x++;
tile = tile->NextSiblingElement("tile");
continue;
}
// Read out the flags
const bool flipped_horizontally = (gid & FLIPPED_HORIZONTALLY_FLAG) != 0;
const bool flipped_vertically = (gid & FLIPPED_VERTICALLY_FLAG) != 0;
const bool flipped_diagonally = (gid & FLIPPED_DIAGONALLY_FLAG) != 0;
// Clear the flags
gid &= ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG
| FLIPPED_DIAGONALLY_FLAG);
// Find correct tileset
for(int i = map->tilesets.size() - 1; i >= 0; --i)
{
Tileset* tileset = map->tilesets[i].get();
if (tileset->GetFirstGID() <= gid)
{
const pmath::Rect t(static_cast<float>(x * tileset->GetTileWidth()), static_cast<float>(y * tileset->GetTileHeight()),
static_cast<float>(tileset->GetTileWidth()), static_cast<float>(tileset->GetTileHeight()));
auto tile = new Tile(t);
if (flipped_diagonally)
{
if (flipped_horizontally && flipped_vertically)
{
tile->transform.Rotate(90);
tile->transform.SetScale(-1, tile->transform.GetScale().y);
}
else if (flipped_horizontally)
{
tile->transform.Rotate(90);
}
else if (flipped_vertically)
{
tile->transform.Rotate(-90);
}
else
{
tile->transform.Rotate(-90);
tile->transform.SetScale(-1, tile->transform.GetScale().y);
}
}
else
{
if (flipped_horizontally)
tile->transform.SetScale(-1, tile->transform.GetScale().y);
if (flipped_vertically)
tile->transform.SetScale(tile->transform.GetScale().x, -1);
}
map->AddChild(tile);
const pmath::Rect texCoords = tileset->GetTile(gid - tileset->GetFirstGID());
m_tiles.push_back(tile);
m_spriteBatches.at(tileset->GetTexture())->AddSprite(&tile->transform, "", pmath::Vec4(1, 1, 1, 1), texCoords);
x++;
break;
}
}
//.........这里部分代码省略.........