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C++ Map::FindTileset方法代码示例

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;
}
开发者ID:olofn,项目名称:db_public,代码行数:57,代码来源:RoomLoader.cpp

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.........
开发者ID:jonparrott,项目名称:Bea,代码行数:101,代码来源:MapLoader.cpp


注:本文中的tmx::Map::FindTileset方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。