本文整理汇总了C++中tmx::Map::FindTileset方法的典型用法代码示例。如果您正苦于以下问题:C++ Map::FindTileset方法的具体用法?C++ Map::FindTileset怎么用?C++ Map::FindTileset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tmx::Map
的用法示例。
在下文中一共展示了Map::FindTileset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: pos
std::vector<Entity*>
GetEntities(
const Tmx::Map& aMap,
int roomX,
int roomY,
int roomW,
int roomH,
std::string aLayerName)
{
const std::vector<Tmx::Layer*> layers = aMap.GetLayers();
Tmx::Layer* layer = 0;
for (unsigned int i = 0; i < layers.size(); i++)
{
if (layers[i]->GetName() == aLayerName)
{
layer = layers[i];
break;
}
}
std::vector<Entity*> entities;
if (layer == 0) {
return entities;
}
for (int y = 0; y < roomH; y++) {
for (int x = 0; x < roomW; x++) {
Tmx::MapTile tile = layer->GetTile(x + roomX, y + roomY);
const Tmx::Tileset *tileset = aMap.FindTileset(tile.gid);
if (!tileset) {
continue;
}
int firstGid = tileset->GetFirstGid();
int entityId = tile.gid - firstGid;
Entity* entity = EntityFactory::create(entityId);
if (!entity)
{
continue;
}
float2 pos(aMap.GetTileWidth() * x + aMap.GetTileWidth() / 2, aMap.GetTileHeight() * (y + 1));
pos.y -= entity->getHalfSize().y;
entity->setInitialPosition(pos);
entities.push_back(entity);
}
}
return entities;
}
示例2: load
const bool MapLoader::load( const std::string filename, MapLoader::callback tile_callback, MapLoader::callback object_callback ){
auto app = Application::getInstance();
Tmx::Map map;
map.ParseFile(filename);
if( map.HasError() ){
app->getRenderSystem().getDebugConsole()<<"\n"<<"Error Loading "<<filename<<": "<<map.GetErrorText();
return false;
}
// Load all of the tilesets
boost::unordered_map< std::string, phoenix::TexturePtr > tileset_textures;
for (int i = 0; i < map.GetNumTilesets(); ++i) {
const Tmx::Tileset *tileset = map.GetTileset(i);
auto t = app->getRenderSystem().loadTexture( tileset->GetImage()->GetSource() );
tileset_textures.insert( std::pair<std::string, phoenix::TexturePtr>( tileset->GetName(), t) );
app->getRenderSystem().getDebugConsole()<<"\n"<<"Loaded tileset texture "<<tileset->GetImage()->GetSource()<<" for "<<tileset->GetName();
}
// Go through each layer
for (int i = 0; i < map.GetNumLayers(); ++i) {
const Tmx::Layer *layer = map.GetLayer(i);
bea::TilemapPtr tiles = 0;
for (int x = 0; x < layer->GetWidth(); ++x) {
for (int y = 0; y < layer->GetHeight(); ++y) {
auto tile_id = layer->GetTileId(x, y);
if( tile_id == 0 ) continue;
const Tmx::Tileset *tileset = map.FindTileset(tile_id);
if( tileset == 0 ) continue;
// Create the tileset when we get to the first tile in the map
if( !tiles ){
tiles = new bea::Tilemap(
app->getObjectManager() ,
app->getRenderSystem().getBatchRenderer(),
layer->GetWidth(), layer->GetHeight(),
tileset->GetTileWidth(), tileset->GetTileHeight(),
tileset_textures[tileset->GetName()]
);
app->getRenderSystem().getDebugConsole()<<"\n"<<"Added tilemap layer "<<layer->GetName()<<" with tileset "<<tileset->GetName()<<" W:"<<tiles->getMapWidth()<<" H:"<<tiles->getMapHeight();
}
// finally, set the tile
tile_id -= tileset->GetFirstGid();
if(tiles) tiles->setTile( x, y, tile_id );
// callback
if( tile_callback ){
bea::PropertyContainer props;
props["id"] = tile_id;
props["tilemap"] = tiles;
props["x"] = x;
props["y"] = y;
props["layer"] = layer->GetName();
props["tile_width"] = tileset->GetTileWidth();
props["tile_height"] = tileset->GetTileHeight();
auto tile = tileset->GetTile(tile_id);
if( tile != 0 ){
auto tile_props = tile->GetProperties();
if( !tile_props.Empty() ){
auto list = tile_props.GetList();
for( auto pit = list.begin(); pit != list.end(); ++pit ){
props[ pit->first ] = pit->second;
}
}
}
tile_callback(props);
}
}
}
if( tiles ) {
tiles->setDepth( tiles->getDepth() + (float(i)/10.0f) );
tiles->update();
}
}
// Go through the object groups
if( object_callback ){
for (int i = 0; i < map.GetNumObjectGroups(); ++i) {
const Tmx::ObjectGroup *objectGroup = map.GetObjectGroup(i);
for (int j = 0; j < objectGroup->GetNumObjects(); ++j) {
const Tmx::Object *object = objectGroup->GetObject(j);
bea::PropertyContainer props;
props["name"] = object->GetName();
props["group"] = objectGroup->GetName();
props["type"] = object->GetType();
props["x"] = object->GetX();
props["y"] = object->GetY();
//.........这里部分代码省略.........