feat: 瓦片地图渲染功能实现

This commit is contained in:
sjm 2024-06-20 00:43:04 +08:00
parent 23bf583942
commit bb26c1af32
11 changed files with 145 additions and 31 deletions

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@ -120,6 +120,7 @@
<ConformanceMode>true</ConformanceMode> <ConformanceMode>true</ConformanceMode>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary> <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<AdditionalIncludeDirectories>..\ThirdParty\cJSON\include;..\ThirdParty\SDL2\include;..\ThirdParty\SDL2_gfx\include;..\ThirdParty\SDL2_image\include;..\ThirdParty\SDL2_mixer\include;..\ThirdParty\SDL2_ttf\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\ThirdParty\cJSON\include;..\ThirdParty\SDL2\include;..\ThirdParty\SDL2_gfx\include;..\ThirdParty\SDL2_image\include;..\ThirdParty\SDL2_mixer\include;..\ThirdParty\SDL2_ttf\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
@ -131,6 +132,7 @@
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\ThirdParty\cJSON\cJSON.c" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

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@ -19,11 +19,17 @@
<Filter Include="头文件\enemy"> <Filter Include="头文件\enemy">
<UniqueIdentifier>{d16b420a-6329-4705-af2a-57caf4eee0e9}</UniqueIdentifier> <UniqueIdentifier>{d16b420a-6329-4705-af2a-57caf4eee0e9}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="源文件\cJSON">
<UniqueIdentifier>{26456ec2-6d40-4a7f-9935-8248edc2bef2}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
<Filter>源文件</Filter> <Filter>源文件</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\ThirdParty\cJSON\cJSON.c">
<Filter>源文件\cJSON</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="game_manager.h"> <ClInclude Include="game_manager.h">

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@ -90,6 +90,7 @@ public:
bool load_level_config(const std::string& path) bool load_level_config(const std::string& path)
{ {
std::ifstream file(path); std::ifstream file(path);
if (!file.good())return false; if (!file.good())return false;
std::stringstream str_stream; std::stringstream str_stream;
@ -97,8 +98,8 @@ public:
file.close(); file.close();
cJSON* json_root = cJSON_Parse(str_stream.str().c_str()); cJSON* json_root = cJSON_Parse(str_stream.str().c_str());
if (!json_root) return false;//解析失败 if (!json_root) return false;//解析失败
if (json_root->type != cJSON_Array)//解析成功,但非数组类型 if (json_root->type != cJSON_Array)//解析成功,但非数组类型
{ {
cJSON_Delete(json_root); cJSON_Delete(json_root);
@ -108,7 +109,7 @@ public:
cJSON* json_wave = nullptr; cJSON* json_wave = nullptr;
cJSON_ArrayForEach(json_wave, json_root) cJSON_ArrayForEach(json_wave, json_root)
{ {
if (json_wave->type != cJSON_Array) if (json_wave->type != cJSON_Object)
continue; continue;
wave_list.emplace_back();//容器末尾构造一个对象,不传参数那么调用的是定义类型的默认构造函数 wave_list.emplace_back();//容器末尾构造一个对象,不传参数那么调用的是定义类型的默认构造函数
@ -128,7 +129,7 @@ public:
cJSON* json_spawn_event = nullptr; cJSON* json_spawn_event = nullptr;
cJSON_ArrayForEach(json_spawn_event, json_wave_spawn_list) cJSON_ArrayForEach(json_spawn_event, json_wave_spawn_list)
{ {
if (json_spawn_event->type != cJSON_Array) if (json_spawn_event->type != cJSON_Object)
continue; continue;
wave.spawn_event_list.emplace_back(); wave.spawn_event_list.emplace_back();
@ -144,10 +145,10 @@ public:
if (json_spawn_event_enemy_type && json_spawn_event_enemy_type->type == cJSON_String) if (json_spawn_event_enemy_type && json_spawn_event_enemy_type->type == cJSON_String)
{ {
const std::string str_enemy_type = json_spawn_event_enemy_type->valuestring; const std::string str_enemy_type = json_spawn_event_enemy_type->valuestring;
if (str_enemy_type == "Slim") if (str_enemy_type == "Slime")
spawn_event.enemy_type = EnemyType::Slim; spawn_event.enemy_type = EnemyType::Slime;
else if(str_enemy_type == "KingSlim") else if(str_enemy_type == "KingSlime")
spawn_event.enemy_type = EnemyType::KingSlim; spawn_event.enemy_type = EnemyType::KingSlime;
else if (str_enemy_type == "Skeleton") else if (str_enemy_type == "Skeleton")
spawn_event.enemy_type = EnemyType::Skeleton; spawn_event.enemy_type = EnemyType::Skeleton;
else if (str_enemy_type == "Goblin") else if (str_enemy_type == "Goblin")
@ -163,6 +164,7 @@ public:
} }
cJSON_Delete(json_root); cJSON_Delete(json_root);
if (wave_list.empty()) if (wave_list.empty())
return false; return false;
@ -174,7 +176,7 @@ public:
bool load_game_config(const std::string& path) bool load_game_config(const std::string& path)
{ {
std::ifstream file(path); std::ifstream file(path);
if (file.good()) return false; if (!file.good()) return false;
std::stringstream str_stream; std::stringstream str_stream;
str_stream << file.rdbuf(); str_stream << file.rdbuf();

View File

@ -4,8 +4,8 @@
enum class EnemyType enum class EnemyType
{ {
Slim, Slime,
KingSlim, KingSlime,
Skeleton, Skeleton,
Goblin, Goblin,
GoblinPriest GoblinPriest

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@ -3,6 +3,8 @@
#define _GAME_MANAGER_H_ #define _GAME_MANAGER_H_
#include "manager.h" #include "manager.h"
#include "config_manager.h"
#include "resources_manager.h"
#include <SDL.h> #include <SDL.h>
#include <SDL_ttf.h> #include <SDL_ttf.h>
@ -61,13 +63,25 @@ protected:
SDL_SetHint(SDL_HINT_IME_SHOW_UI,"1"); SDL_SetHint(SDL_HINT_IME_SHOW_UI,"1");
window = SDL_CreateWindow(u8"´åׯ±£ÎÀÕ½", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_SHOWN); ConfigManager* config = ConfigManager::instance();
init_assert(config->map.load("map.csv"), u8"加载游戏地图失败!");
init_assert(config->load_level_config("level.json"), u8"加载关卡配置失败!");
init_assert(config->load_game_config("config.json"), u8"加载游戏配置失败!");
window = SDL_CreateWindow(config->basic_template.window_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
config->basic_template.window_width, config->basic_template.window_height, SDL_WINDOW_SHOWN);
init_assert(window, u8"创建游戏窗口失败!"); init_assert(window, u8"创建游戏窗口失败!");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
init_assert(renderer, u8"创建渲染器失败!"); init_assert(renderer, u8"创建渲染器失败!");
init_assert(ResourcesManager::instance()->load_from_file(renderer), u8"加载游戏资源失败!");
init_assert(generate_tile_map_texture(),u8"生成瓦片地图类型失败!");
} }
~GameManager() ~GameManager()
{ {
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
@ -86,6 +100,8 @@ private:
SDL_Window* window = nullptr; SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr; SDL_Renderer* renderer = nullptr;
SDL_Texture* tex_tile_map = nullptr;
private: private:
void init_assert(bool flag, const char* err_msg) void init_assert(bool flag, const char* err_msg)
{ {
@ -107,7 +123,94 @@ private:
void on_render() void on_render()
{ {
static ConfigManager* instance = ConfigManager::instance();
static SDL_Rect& rect_dst = instance->rect_tile_map;
SDL_RenderCopy(renderer, tex_tile_map, nullptr, &rect_dst);
}
bool generate_tile_map_texture()
{
const Map& map = ConfigManager::instance()->map;
const TileMap& tile_map = map.get_tile_map();
SDL_Rect& rect_tile_map = ConfigManager::instance()->rect_tile_map;
SDL_Texture* tex_tile_set = ResourcesManager::instance()->get_texture_pool().find(ResID::Tex_Tileset)->second;
int width_tex_tile_set, height_tex_tile_set;
SDL_QueryTexture(tex_tile_set, nullptr, nullptr, &width_tex_tile_set, &height_tex_tile_set);//宽度和高度存储进去
int num_tile_single_line = (int)std::ceil((double)width_tex_tile_set / SIZE_TILE);//获取一行有多少单元格
//计算整张图的纹理宽高
int width_tex_tile_map, height_tex_tile_map;
width_tex_tile_map = (int)map.get_width() * SIZE_TILE;
height_tex_tile_map = (int)map.get_height() * SIZE_TILE;
//第三个参数说明这张纹理可以被renderer绘制并且格式是第二个参数
tex_tile_map = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
SDL_TEXTUREACCESS_TARGET, width_tex_tile_map, height_tex_tile_map);
if (!tex_tile_map)return false;
//根据生成的图片调整rect_tile_map
ConfigManager* config = ConfigManager::instance();
rect_tile_map.x = (config->basic_template.window_width - width_tex_tile_map) / 2;//左上角顶点坐标,因为希望画面是在窗口中间!!
rect_tile_map.y = (config->basic_template.window_height - height_tex_tile_map) / 2;
rect_tile_map.w = width_tex_tile_map;
rect_tile_map.h = height_tex_tile_map;//后期渲染目标react设置完成;
//设置纹理的混合模式
SDL_SetTextureBlendMode(tex_tile_map, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(renderer, tex_tile_map);
for (int y = 0; y < map.get_height(); y++)
{
for (int x = 0; x < map.get_width(); x++)
{
//源素材矩形
SDL_Rect rect_src;
const Tile& tile = tile_map[y][x];
//目标位置矩形
const SDL_Rect& rect_dst =
{
x * SIZE_TILE,y * SIZE_TILE, //x,y坐标
SIZE_TILE,SIZE_TILE //宽高
};
//求需要裁剪的素材块
rect_src =
{
(tile.terrian % num_tile_single_line) * SIZE_TILE,//设计规则是这样的
(tile.terrian / num_tile_single_line) * SIZE_TILE,
SIZE_TILE,SIZE_TILE
};
SDL_RenderCopy(renderer, tex_tile_set, &rect_src, &rect_dst);//地形层结束
//判断装饰物层是否有
if (tile.decoration >= 0)
{
rect_src =
{
(tile.decoration % num_tile_single_line) * SIZE_TILE,
(tile.decoration / num_tile_single_line) * SIZE_TILE,
SIZE_TILE,SIZE_TILE
};
SDL_RenderCopy(renderer, tex_tile_set, &rect_src, &rect_dst);//装饰物层结束
}
}
}
//防守目标(屋子)
const SDL_Point& idx_home = map.get_idx_home();
const SDL_Rect& rect_dst =
{
idx_home.x * SIZE_TILE, idx_home.y * SIZE_TILE,
SIZE_TILE,SIZE_TILE
};
SDL_RenderCopy(renderer, ResourcesManager::instance()->get_texture_pool().find(ResID::Tex_Home)->second, nullptr, &rect_dst);
//一定要设置回空
SDL_SetRenderTarget(renderer, nullptr);
return true;
} }
}; };

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@ -4,11 +4,11 @@
"spawn_list": [{ "spawn_list": [{
"interval": 1, "interval": 1,
"point": 1, "point": 1,
"enemy": "Slim" "enemy": "Slime"
}, { }, {
"interval": 1, "interval": 1,
"point": 2, "point": 2,
"enemy": "KingSlim" "enemy": "KingSlime"
}, { }, {
"interval": 1, "interval": 1,
"point": 1, "point": 1,
@ -28,7 +28,7 @@
"spawn_list": [{ "spawn_list": [{
"interval": 3, "interval": 3,
"point": 2, "point": 2,
"enemy": "KingSlim" "enemy": "KingSlime"
}] }]
}] }]

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@ -32,7 +32,7 @@ public:
std::string str_line; std::string str_line;
while (std::getline(file, str_line)) while (std::getline(file, str_line))
{ {
str_line = trim_str(str_line); str_line = trim_str(str_line);//去除两端空白字符串,自定义函数
if (str_line.empty()) if (str_line.empty())
continue; continue;
//如果不为空则进入下一行将idx_x置-1 //如果不为空则进入下一行将idx_x置-1
@ -45,7 +45,7 @@ public:
{ {
idx_x++;//将idx_x++去右边下一个瓦片, idx_x++;//将idx_x++去右边下一个瓦片,
tile_map_temp[idx_y].emplace_back();//在idx_y行中添加新瓦片 tile_map_temp[idx_y].emplace_back();//在idx_y行中添加新瓦片
Tile& tile = tile_map_temp[idx_y].back();//获取对新增瓦片的引用 Tile& tile = tile_map_temp[idx_y].back() 以便后续操作。 Tile& tile = tile_map_temp[idx_y].back();//获取对新增瓦片的引用,以便后续操作。
load_tile_from_string(tile,str_tile); load_tile_from_string(tile,str_tile);
} }
@ -162,8 +162,8 @@ private:
if (tile.special_flag == 0)//代表是房屋其余1234是刷怪点 if (tile.special_flag == 0)//代表是房屋其余1234是刷怪点
{ {
idx_home.x == x; idx_home.x = x;
idx_home.y == y; idx_home.y = y;
} }
else else
{ {

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@ -1,3 +1,4 @@
#pragma once
#ifndef _RESOURCES_MANAGER_H_ #ifndef _RESOURCES_MANAGER_H_
#define _RESOURCES_MANAGER_H_ #define _RESOURCES_MANAGER_H_
@ -116,13 +117,13 @@ public:
texture_pool[ResID::Tex_Slime] = IMG_LoadTexture(renderer, "resources/enemy_slime.png"); texture_pool[ResID::Tex_Slime] = IMG_LoadTexture(renderer, "resources/enemy_slime.png");
texture_pool[ResID::Tex_KingSlime] = IMG_LoadTexture(renderer, "resources/enemy_king_slime.png"); texture_pool[ResID::Tex_KingSlime] = IMG_LoadTexture(renderer, "resources/enemy_king_slime.png");
texture_pool[ResID::Tex_Skeleton] = IMG_LoadTexture(renderer, "resources/enemy_skeleton.png"); texture_pool[ResID::Tex_Skeleton] = IMG_LoadTexture(renderer, "resources/enemy_skeleton.png");
texture_pool[ResID::Tex_Goblin] = IMG_LoadTexture(renderer, "resources/enenmy_goblin.png"); texture_pool[ResID::Tex_Goblin] = IMG_LoadTexture(renderer, "resources/enemy_goblin.png");
texture_pool[ResID::Tex_GoblinPriest] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_priest.png"); texture_pool[ResID::Tex_GoblinPriest] = IMG_LoadTexture(renderer, "resources/enemy_goblin_priest.png");
texture_pool[ResID::Tex_SlimeSketch] = IMG_LoadTexture(renderer, "resources/enenmy_slime_sketch.png"); texture_pool[ResID::Tex_SlimeSketch] = IMG_LoadTexture(renderer, "resources/enemy_slime_sketch.png");
texture_pool[ResID::Tex_KingSlimeSketch] = IMG_LoadTexture(renderer, "resources/enenmy_king_slime_sketch.png"); texture_pool[ResID::Tex_KingSlimeSketch] = IMG_LoadTexture(renderer, "resources/enemy_king_slime_sketch.png");
texture_pool[ResID::Tex_SkeletonSketch] = IMG_LoadTexture(renderer, "resources/enenmy_skeleton_sketch.png"); texture_pool[ResID::Tex_SkeletonSketch] = IMG_LoadTexture(renderer, "resources/enemy_skeleton_sketch.png");
texture_pool[ResID::Tex_GoblinSketch] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_sketch.png"); texture_pool[ResID::Tex_GoblinSketch] = IMG_LoadTexture(renderer, "resources/enemy_goblin_sketch.png");
texture_pool[ResID::Tex_GoblinPriestSketch] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_priest_sketch.png"); texture_pool[ResID::Tex_GoblinPriestSketch] = IMG_LoadTexture(renderer, "resources/enemy_goblin_priest_sketch.png");
texture_pool[ResID::Tex_BulletArrow] = IMG_LoadTexture(renderer, "resources/bullet_arrow.png"); texture_pool[ResID::Tex_BulletArrow] = IMG_LoadTexture(renderer, "resources/bullet_arrow.png");
texture_pool[ResID::Tex_BulletAxe] = IMG_LoadTexture(renderer, "resources/bullet_axe.png"); texture_pool[ResID::Tex_BulletAxe] = IMG_LoadTexture(renderer, "resources/bullet_axe.png");
@ -198,7 +199,6 @@ public:
if (!pair.second) return false; if (!pair.second) return false;
return true; return true;
} }
const FontPool& get_font_pool() const FontPool& get_font_pool()

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@ -16,7 +16,7 @@ public:
Route() = default; Route() = default;
//有参构造函数 //有参构造函数
Route(const TileMap& map,SDL_Point& idx_origin) Route(const TileMap& map,const SDL_Point& idx_origin)
{ {
size_t width_map = map[0].size(); size_t width_map = map[0].size();
size_t height_map = map.size(); size_t height_map = map.size();
@ -83,4 +83,5 @@ private:
return false; return false;
} }
}; };
#endif #endif

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@ -4,7 +4,7 @@
#include <vector> #include <vector>
#define SIZE_TILE = 48 #define SIZE_TILE 48
//只有数据没有方法,结构体比较好 //只有数据没有方法,结构体比较好
struct Tile struct Tile

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@ -13,7 +13,7 @@ struct Wave
{ {
double interval = 0; double interval = 0;
int spawn_point = 1; int spawn_point = 1;
EnemyType enemy_type = EnemyType::Slim;//在level.json文件中见格式,波次序列配置文件 EnemyType enemy_type = EnemyType::Slime;//在level.json文件中见格式,波次序列配置文件
}; };
double rewards = 0; double rewards = 0;