#include "Grid.h" #include 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); } bool Grid::inBounds(int x, int y) { return (x >= 0 && y >= 0 && x < grid_x && y < grid_y); } void Grid::screenToGrid(int sx, int sy, int& gx, int& gy) { float width_sq = box.getSize().x / (grid_size * zoom); float height_sq = box.getSize().y / (grid_size * zoom); float left_edge = center_x - (width_sq / 2.0); float right_edge = center_x + (width_sq / 2.0); float top_edge = center_y - (height_sq / 2.0); float bottom_edge = center_y + (height_sq / 2.0); float grid_px = zoom * grid_size; //std::cout << "##############################" << // "\nscreen coord: (" << sx << ", " << sy << ")" << std::endl; sx -= box.getPosition().x; sy -= box.getPosition().y; //std::cout << "box coord: (" << sx << ", " << sy << ")" << std::endl; float mouse_x_sq = sx / grid_px; float mouse_y_sq = sy / grid_px; float ans_x = mouse_x_sq + left_edge; float ans_y = mouse_y_sq + top_edge; // casting float turns -0.5 to 0; I want any negative coord to be OOB if (ans_x < 0) ans_x = -1; if (ans_y < 0) ans_y = -1; gx = ans_x; gy = ans_y; /* std::cout << "C: (" << center_x << ", " << center_y << ")" << std::endl << "W: " << width_sq << " H: " << height_sq << std::endl << "L: " << left_edge << " T: " << top_edge << std::endl << "R: " << right_edge << " B: " << bottom_edge << std::endl << "Grid Px: " << grid_px << "( zoom: " << zoom << ")" << std::endl << "answer: G(" << ans_x << ", " << ans_y << ")" << std::endl << "##############################" << std::endl; */ } 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 float width_sq = box.getSize().x / (grid_size * zoom); float height_sq = box.getSize().y / (grid_size * zoom); float left_edge = center_x - (width_sq / 2.0); float right_edge = center_x + (width_sq / 2.0); float top_edge = center_y - (height_sq / 2.0); float bottom_edge = center_y + (height_sq / 2.0); //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)); sf::RectangleShape r; // for colors and overlays r.setSize(sf::Vector2f(grid_size * zoom, grid_size * zoom)); r.setOutlineThickness(0); //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); int x_limit = left_edge + width_sq + 1; if (x_limit > grid_x) x_limit = grid_x; int y_limit = top_edge + height_sq + 1; if (y_limit > grid_y) y_limit = grid_y; for (float x = (left_edge >= 0 ? left_edge : 0); x < x_limit; //x < view_width; x+=1.0) { for (float y = (top_edge >= 0 ? top_edge : 0); y < y_limit; //y < view_height; y+=1.0) { auto pixel_pos = sf::Vector2f( (x - left_edge) * (zoom * grid_size), (y - top_edge) * (zoom * grid_size)); auto gridpoint = at(std::floor(x), std::floor(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(pixel_pos); //sf::Vector2f(natural_x - left_offset, // natural_y - top_offset)); // color? //r.setPosition(sf::Vector2f(natural_x - left_offset, // natural_y - top_offset)); r.setPosition(pixel_pos); r.setFillColor(gridpoint.color); renderTexture.draw(r); // tilesprite // if discovered but not visible, set opacity to 90% // if not discovered... just don't draw it? if (gridpoint.tilesprite != -1) { setSprite(gridpoint.tilesprite); renderTexture.draw(sprite); } // overlay // uisprite } } // grid lines for testing & validation sf::Vertex line[] = { sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red), sf::Vertex(box.getSize(), sf::Color::Red), }; renderTexture.draw(line, 2, sf::Lines); sf::Vertex lineb[] = { sf::Vertex(sf::Vector2f(0, box.getSize().y), sf::Color::Blue), sf::Vertex(sf::Vector2f(box.getSize().x, 0), sf::Color::Blue), }; renderTexture.draw(lineb, 2, sf::Lines); // render to window renderTexture.display(); window.draw(output); } GridPoint& Grid::at(int x, int y) { return points[y * grid_x + x]; } GridPoint* Grid::atScreenPixel(int sx, int sy, int* gx=NULL, int* gy=NULL) { int _x, _y; screenToGrid(sx, sy, _x, _y); std::cout << "screenToGrid gave: (" << _x << ", " << _y << ")" << std::endl; auto p = box.getPosition(); auto s = box.getSize(); // debug render values int x_start = std::floor(center_x - s.x/2.0f); int x_end = std::ceil(center_x + s.x/2.0f); int y_start = std::floor(center_y - s.y/2.0f); int y_end = std::ceil(center_y + s.y/2.0f); std::cout << "Center: " << center_x << ", " << center_y << std::endl << "Start grid: " << x_start << ", " << y_start << std::endl << "End grid: " << x_end << ", " << y_end << std::endl; // check if the mouse is even over the grid if (sx < p.x || sx > p.x+s.x || sy < p.y || sy > p.y+s.y) { std::cout << "(" << sx << ", " << sy << ") not over grid" << std::endl; return NULL; } // get dx, dy to box's center int dx = sx - (s.x/2.0 + p.x), dy = sy - (s.y/2.0 + p.y); // divide dx, dy by (gridsize * zoom) to get # in boxes int gdx = dx / (grid_size * zoom), gdy = dy / (grid_size * zoom); int targetx = gdx + center_x, targety = gdy + center_y; // return if (gx) { *gx = targetx; } if (gy) { *gy = targety; } if (targetx >= 0 && targetx <= grid_x && targety >= 0 && targety <= grid_y) { return &points[targety * grid_x + targetx]; } else { std::cout << "(" << sx << ", " << sy << ") not over actual grid content" << std::endl; return NULL; } }