Grid - widget for holding multi-layer map data

This commit is contained in:
John McCardle 2023-02-27 07:02:34 -05:00
parent 6d05f8bc63
commit 2c1946c29b
4 changed files with 216 additions and 11 deletions

113
src/Grid.cpp Normal file
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@ -0,0 +1,113 @@
#include "Grid.h"
#include <cmath>
GridPoint::GridPoint():
color(0, 0, 0, 0), walkable(true), tilesprite(-1), transparent(true), visible(false), discovered(false), color_overlay(0,0,0,255), tile_overlay(-1), uisprite(-1)
{};
void Grid::setSprite(int ti)
{
int tx = ti % texture_width, ty = ti / texture_width;
sprite.setTextureRect(sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size));
}
Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
grid_size(gs),
grid_x(gx), grid_y(gy),
zoom(1.0f), center_x(gx), center_y(gy),
texture_width(12), texture_height(11)
{
//grid_size = gs;
//zoom = 1.0f;
//grid_x = gx;
//grid_y = gy;
points.resize(gx*gy);
box.setSize(sf::Vector2f(_w, _h));
box.setPosition(sf::Vector2f(_x, _y));
box.setFillColor(sf::Color(0,0,0,0));
renderTexture.create(_w, _h);
texture.loadFromFile("./assets/kenney_tinydungeon.png");
texture.setSmooth(false);
sprite.setTexture(texture);
//output.setSize(box.getSize());
output.setTextureRect(
sf::IntRect(0, 0,
box.getSize().x, box.getSize().y));
output.setPosition(box.getPosition());
// textures are upside-down inside renderTexture
output.setTexture(renderTexture.getTexture());
// Show one texture at a time
sprite.setTexture(texture);
}
void Grid::render(sf::RenderWindow & window)
{
renderTexture.clear();
//renderTexture.draw(box);
// sprites that are visible according to zoom, center_x, center_y, and box width
auto box_size = box.getSize();
float view_width = box_size.x / (grid_size * zoom);
float view_height = box_size.y / (grid_size * zoom);
float top_offset = (center_y * grid_size) - box_size.y/2.0f;
float left_offset = (center_x * grid_size) - box_size.x/2.0f;
sprite.setScale(sf::Vector2f(zoom, zoom));
auto box_pos = box.getPosition();
int x_start = std::floor(center_x - view_width/2.0f);
int x_end = std::ceil(center_x + view_width/2.0f);
int y_start = std::floor(center_y - view_height/2.0f);
int y_end = std::ceil(center_y + view_height/2.0f);
for (int x = 0;
x < grid_x; //x < view_width;
x++)
{
for (int y = 0;
y < grid_y; //y < view_height;
y++)
{
// convert grid's coordinate to pixel coords to draw
//float window_x = (x_start + x) * grid_size * zoom;
//float window_y = (y_start + y) * grid_size * zoom;
float natural_x = x * grid_size * zoom;
float natural_y = y * grid_size * zoom;
sprite.setPosition(
sf::Vector2f(natural_x - left_offset,
natural_y - top_offset));
auto gridPoint = at(x, y);
// color?
// tilesprite
// if discovered but not visible, set opacity to 90%
// if not discovered... just don't draw it?
setSprite(at(x, y).tilesprite);
renderTexture.draw(sprite);
// overlay
// uisprite
}
}
// grid lines for testing & validation
// render to window
renderTexture.display();
window.draw(output);
}
GridPoint& Grid::at(int x, int y)
{
return points[y * grid_x + x];
}

37
src/Grid.h Normal file
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@ -0,0 +1,37 @@
#include "Common.h"
class GridPoint
{
public:
// Layers: color, walkable, tilesprite, transparent, visible, discovered, overlay, uisprite
sf::Color color;
bool walkable;
int tilesprite;
bool transparent, visible, discovered;
sf::Color color_overlay;
int tile_overlay, uisprite;
GridPoint();
};
class Grid
{
private:
Grid();
sf::RectangleShape box; // view on window
sf::Texture texture;
sf::Sprite sprite, output;
sf::RenderTexture renderTexture;
void setSprite(int);
const int texture_width, texture_height;
public:
Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h);
int grid_x, grid_y; // rectangle map size (integer - sprites)
int grid_size; // pixel size of 1 sprite
float zoom, center_x, center_y; // center in fractional sprites
std::vector<GridPoint> points; // grid visible contents
void render(sf::RenderWindow&); // draw to screen
GridPoint& at(int, int);
};

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@ -1,6 +1,7 @@
#include "UITestScene.h"
#include "ActionCode.h"
#include <math.h>
#include <random>
sf::Texture texture;
@ -19,7 +20,7 @@ void setSpriteTexture(int ti)
}
UITestScene::UITestScene(GameEngine* g)
: Scene(g)
: Scene(g), grid(30, 10, 16, 20, 20, 400, 320)
{
// demo sprites from texture file
texture.loadFromFile("./assets/kenney_tinydungeon.png");
@ -27,10 +28,39 @@ UITestScene::UITestScene(GameEngine* g)
// Show one texture at a time
test_sprite.setTexture(texture);
test_sprite.setPosition(sf::Vector2f(50.0f, 50.0f));
test_sprite.setPosition(sf::Vector2f(20.0f, 20.0f));
test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
setSpriteTexture(0);
// random for this test
//std::default_random_engine generator(42);
//std::normal_distribution<double> distribution(0, 131);
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_int_distribution<> distrib(0, 131);
// Use distrib to transform the random unsigned int
// generated by gen into an int in [1, 6]
//for (int n = 0; n != 10; ++n)
// std::cout << distrib(gen) << ' ';
// std::cout << '\n';
// Test grid with random sprite noise
for (int _x = 0; _x < 30; _x++)
for (int _y = 0; _y < 10; _y++)
//grid.at(_x, _y).tilesprite = _y*11 + _x;
//if (!_x % 2 || _y == 0) grid.at(_x, _y).tilesprite = 121;
//else
grid.at(_x, _y).tilesprite = distrib(gen);
for (int _x = 0; _x < 30; _x++)
{
grid.at(_x, 0).tilesprite = 121;
grid.at(_x, 5).tilesprite = 123;
grid.at(_x, 9).tilesprite = 10;
}
// Load sound
buffer.loadFromFile("./assets/boom.wav");
sound.setBuffer(buffer);
@ -187,13 +217,33 @@ void UITestScene::doAction(std::string name, std::string type)
if (ACTION("sound_test", "start")) { sound.play(); }
if (ACTION("left", "start")) { viewport.move(-10, 0); }
if (ACTION("right", "start")) { viewport.move(10, 0); }
if (ACTION("up", "start")) { viewport.move(0, -10); }
if (ACTION("down", "start")) { viewport.move(0, 10); }
if (ACTION("down", "start")) { viewport.move(0, 10); }
if (ACTION("zoom_down", "start")) { if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom); }
if (ACTION("zoom_up", "start")) { if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom); }
if (ACTION("left", "start")) {
//viewport.move(-10, 0);
grid.center_x -= 0.5;
}
if (ACTION("right", "start")) {
//viewport.move(10, 0);
grid.center_x += 0.5;
}
if (ACTION("up", "start")) {
//viewport.move(0, -10);
grid.center_y -= 0.5;
}
if (ACTION("down", "start")) {
//viewport.move(0, 10);
grid.center_y += 0.5;
}
//if (ACTION("down", "start")) {
// viewport.move(0, 10);
//}
if (ACTION("zoom_down", "start")) {
//if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom);
if (grid.zoom > 0.75f) grid.zoom -= 0.25f;
}
if (ACTION("zoom_up", "start")) {
//if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom);
if (grid.zoom < 5.0f) grid.zoom += 0.25f;
}
//std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level
@ -273,6 +323,8 @@ void UITestScene::sRender()
game->getWindow().draw(text);
//draw grid
grid.render(game->getWindow());
//test_button.render(game->getWindow());
//if (test_menu.visible) test_menu.render(game->getWindow());
@ -286,12 +338,13 @@ void UITestScene::sRender()
}
// test Python sprite code
McRFPy_API::executePyString("mcrfpy.drawSprite(123, 10, 10)");
McRFPy_API::executePyString("mcrfpy.drawSprite(121, 15, 15)");
McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)");
//McRFPy_API::executePyString("mcrfpy.drawSprite(121, 15, 15)");
//game->api->executePyString("mcrfpy.drawSprite(123, 10, 10)")
//game->api->executePyString("mcrfpy.drawSprite(121, 15, 15)")
// draw test sprite on top of everything
game->getWindow().draw(test_sprite);

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@ -6,6 +6,7 @@
#include "Button.h"
#include "UIMenu.h"
#include "VectorShape.h"
#include "Grid.h"
class UITestScene: public Scene
{
@ -21,6 +22,7 @@ class UITestScene: public Scene
float zoom = 1;
sf::Vector2f resolution;
int grid_spacing = 500;
Grid grid;
public:
UITestScene(GameEngine*);