Draw terrain tiles

This commit is contained in:
Jan Mrna 2025-09-21 20:35:14 +02:00
parent fdfee95426
commit 61efa711c9

View File

@ -198,6 +198,14 @@ public:
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
}
void DrawRect(const Vec2D<float> &position, const Vec2D<float> size,
uint8_t R, uint8_t G, uint8_t B, uint8_t A) {
SDL_FRect rect = {position.x - size.x / 2.0f, position.y - size.y / 2.0f,
size.x, size.y};
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
SDL_RenderFillRect(m_Renderer.get(), &rect);
}
void ClearWindow() {
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
SDL_RenderClear(m_Renderer.get());
@ -424,13 +432,6 @@ private:
static constexpr float m_CollisionRadiusSq = 1000.0f;
};
class Tile final : public Entity {
public:
constexpr float GetCollisionRadius() const override { return 50.0f; }
bool IsMovable() const override { return false; }
bool IsCollidable() const override { return false; }
};
class Wall final : public Entity {
public:
Wall(Vec2D<float> pos = {0.0f, 0.0f}) : Entity(pos) {
@ -495,10 +496,73 @@ std::unique_ptr<Sprite> Player::m_Sprite;
using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
struct Tile {
float cost;
uint8_t R, G, B, A;
};
static const std::map<std::string_view, Tile> tile_types = {
{"Grass", {1.0, 0, 200, 0, 255}},
{"Mud", {2.0, 100, 100, 100, 255}},
{"Road", {0.5, 200, 200, 200, 255}},
};
using TilePos = Vec2D<int>;
using WorldPos = Vec2D<float>;
class Map {
// TODO using = ... for tile vector
public:
static constexpr float TILE_SIZE = 100.0f; // tile size in world
Map(int width, int height) : m_Width(width), m_Height(height) {
bool sw = true;
LOG_DEBUG("width = ", width, " height = ", height);
m_Tiles = std::vector<std::vector<const Tile *>>{};
for (int i = 0; i < m_Width; i++) {
m_Tiles.push_back(std::vector<const Tile *>{});
for (int j = 0; j < m_Height; j++) {
if (sw)
m_Tiles[i].push_back(&tile_types.at("Grass"));
else
m_Tiles[i].push_back(&tile_types.at("Mud"));
sw = !sw;
}
sw = !sw;
}
}
Map() : Map(0, 0) {}
const std::vector<std::vector<const Tile *>> &GetMapTiles() const {
return m_Tiles;
}
WorldPos TileToWorld(TilePos p) const {
return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
}
TilePos WorldToTile(WorldPos p) const {
return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
}
Vec2D<float> GetTileSize() const {
return Vec2D<float>{TILE_SIZE, TILE_SIZE};
}
private:
// std::vector<std::vector<const Tile*>> m_Tiles;
std::vector<std::vector<const Tile *>> m_Tiles;
int m_Width = 0;
int m_Height = 0;
};
class PathFindingDemo {
public:
PathFindingDemo(int width, int height) : m_Width(width), m_Height(height) {
PathFindingDemo(int width, int height)
: m_Width(width), m_Height(height), // TODO delete width, height
m_Map(width, height) {
LOG_DEBUG(".");
}
@ -517,30 +581,6 @@ public:
m_Player = std::make_shared<Player>();
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
m_Entities.push_back(m_Player);
LOG_INFO("Re-creating random map");
// add some entities
size_t map_size_bricks = 8;
auto wall = std::make_shared<Wall>();
auto wall_size = wall->GetSprite().GetSize();
Vec2D<float> offset{100.0f, 100.0f};
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + wall_size.x * u, offset.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 1; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x, offset.y + u * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + wall_size.x * u,
offset.y + map_size_bricks * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + map_size_bricks * wall_size.x,
offset.y + u * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
}
std::shared_ptr<Player> GetPlayer() { return m_Player; }
@ -599,8 +639,7 @@ public:
// not used for path finding demo
}
void ExpiryGameLogic(Entity &entity)
{
void ExpiryGameLogic(Entity &entity) {
// not used for path finding demo
}
@ -638,7 +677,7 @@ public:
m_ExitRequested = true;
} else if (action.type == UserAction::Type::FIRE) {
LOG_INFO("Fire");
//AddEntity(m_Player->CreateBomb());
// AddEntity(m_Player->CreateBomb());
} else if (action.type == UserAction::Type::MOVE) {
LOG_INFO("Move direction ", action.Argument.position);
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
@ -646,6 +685,8 @@ public:
};
}
const Map &GetMap() const { return m_Map; }
bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; }
bool IsExitRequested() const { return m_ExitRequested; }
@ -656,6 +697,7 @@ private:
bool m_DrawCollisionBox = true;
std::vector<std::shared_ptr<Entity>> m_Entities;
std::shared_ptr<Player> m_Player;
Map m_Map;
};
// GameLoop class handles user input and audio/video output,
@ -672,6 +714,21 @@ public:
m_Game->UpdateEntities();
m_Window->ClearWindow();
// draw the map (terrain tiles)
const Map &map = m_Game->GetMap();
const auto &tiles = map.GetMapTiles();
for (int row = 0; row < tiles.size(); row++) {
for (int col = 0; col < tiles[row].size(); col++) {
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
m_Window->DrawRect(
map.TileToWorld(TilePos{row, col}) + Vec2D<float>{100.0f, 100.0f},
map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
tiles[row][col]->B, tiles[row][col]->A);
}
}
// draw all the entities (player etc)
for (auto &entity : m_Game->GetEntities()) {
m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
if (m_Game->IsCollisionBoxVisible()) {
@ -679,13 +736,16 @@ public:
entity->GetCollisionRadius());
}
}
m_Window->Flush();
// TODO measure fps
std::this_thread::sleep_for(std::chrono::milliseconds(30));
}
}
inline void SetGame(std::unique_ptr<PathFindingDemo> x) { m_Game = std::move(x); }
inline void SetGame(std::unique_ptr<PathFindingDemo> x) {
m_Game = std::move(x);
}
inline void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
inline void SetUserInput(std::unique_ptr<UserInput> x) {
m_UserInput = std::move(x);
@ -731,7 +791,7 @@ int main(int argc, char **argv) {
* Initialize the map and run the pathfinding demo
*/
auto demo = std::make_unique<PathFindingDemo>(50, 50);
auto demo = std::make_unique<PathFindingDemo>(10, 10);
demo->CreateMap();
auto game_loop = GameLoop{};