feat: 瓦片地图渲染功能实现
This commit is contained in:
parent
23bf583942
commit
bb26c1af32
@ -120,6 +120,7 @@
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<ConformanceMode>true</ConformanceMode>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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<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>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -131,6 +132,7 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\ThirdParty\cJSON\cJSON.c" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -19,11 +19,17 @@
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<Filter Include="头文件\enemy">
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<UniqueIdentifier>{d16b420a-6329-4705-af2a-57caf4eee0e9}</UniqueIdentifier>
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</Filter>
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<Filter Include="源文件\cJSON">
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<UniqueIdentifier>{26456ec2-6d40-4a7f-9935-8248edc2bef2}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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<Filter>源文件</Filter>
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</ClCompile>
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<ClCompile Include="..\ThirdParty\cJSON\cJSON.c">
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<Filter>源文件\cJSON</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="game_manager.h">
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@ -90,6 +90,7 @@ public:
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bool load_level_config(const std::string& path)
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{
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std::ifstream file(path);
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if (!file.good())return false;
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std::stringstream str_stream;
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@ -97,8 +98,8 @@ public:
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file.close();
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cJSON* json_root = cJSON_Parse(str_stream.str().c_str());
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if (!json_root) return false;//解析失败
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if (json_root->type != cJSON_Array)//解析成功,但非数组类型
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{
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cJSON_Delete(json_root);
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@ -108,7 +109,7 @@ public:
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cJSON* json_wave = nullptr;
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cJSON_ArrayForEach(json_wave, json_root)
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{
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if (json_wave->type != cJSON_Array)
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if (json_wave->type != cJSON_Object)
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continue;
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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
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@ -128,7 +129,7 @@ public:
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cJSON* json_spawn_event = nullptr;
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cJSON_ArrayForEach(json_spawn_event, json_wave_spawn_list)
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{
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if (json_spawn_event->type != cJSON_Array)
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if (json_spawn_event->type != cJSON_Object)
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continue;
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wave.spawn_event_list.emplace_back();
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@ -144,10 +145,10 @@ public:
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if (json_spawn_event_enemy_type && json_spawn_event_enemy_type->type == cJSON_String)
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{
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const std::string str_enemy_type = json_spawn_event_enemy_type->valuestring;
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if (str_enemy_type == "Slim")
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spawn_event.enemy_type = EnemyType::Slim;
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else if(str_enemy_type == "KingSlim")
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spawn_event.enemy_type = EnemyType::KingSlim;
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if (str_enemy_type == "Slime")
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spawn_event.enemy_type = EnemyType::Slime;
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else if(str_enemy_type == "KingSlime")
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spawn_event.enemy_type = EnemyType::KingSlime;
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else if (str_enemy_type == "Skeleton")
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spawn_event.enemy_type = EnemyType::Skeleton;
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else if (str_enemy_type == "Goblin")
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@ -163,6 +164,7 @@ public:
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}
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cJSON_Delete(json_root);
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if (wave_list.empty())
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return false;
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@ -174,7 +176,7 @@ public:
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bool load_game_config(const std::string& path)
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{
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std::ifstream file(path);
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if (file.good()) return false;
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if (!file.good()) return false;
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std::stringstream str_stream;
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str_stream << file.rdbuf();
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@ -4,8 +4,8 @@
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enum class EnemyType
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{
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Slim,
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KingSlim,
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Slime,
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KingSlime,
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Skeleton,
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Goblin,
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GoblinPriest
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@ -3,6 +3,8 @@
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#define _GAME_MANAGER_H_
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#include "manager.h"
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#include "config_manager.h"
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#include "resources_manager.h"
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#include <SDL.h>
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#include <SDL_ttf.h>
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@ -61,13 +63,25 @@ protected:
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SDL_SetHint(SDL_HINT_IME_SHOW_UI,"1");
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window = SDL_CreateWindow(u8"´åׯ±£ÎÀÕ½", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_SHOWN);
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ConfigManager* config = ConfigManager::instance();
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init_assert(config->map.load("map.csv"), u8"加载游戏地图失败!");
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init_assert(config->load_level_config("level.json"), u8"加载关卡配置失败!");
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init_assert(config->load_game_config("config.json"), u8"加载游戏配置失败!");
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window = SDL_CreateWindow(config->basic_template.window_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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config->basic_template.window_width, config->basic_template.window_height, SDL_WINDOW_SHOWN);
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init_assert(window, u8"创建游戏窗口失败!");
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
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init_assert(renderer, u8"创建渲染器失败!");
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init_assert(ResourcesManager::instance()->load_from_file(renderer), u8"加载游戏资源失败!");
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init_assert(generate_tile_map_texture(),u8"生成瓦片地图类型失败!");
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}
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~GameManager()
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{
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SDL_DestroyRenderer(renderer);
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@ -86,6 +100,8 @@ private:
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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SDL_Texture* tex_tile_map = nullptr;
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private:
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void init_assert(bool flag, const char* err_msg)
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{
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@ -107,7 +123,94 @@ private:
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void on_render()
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{
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static ConfigManager* instance = ConfigManager::instance();
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static SDL_Rect& rect_dst = instance->rect_tile_map;
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SDL_RenderCopy(renderer, tex_tile_map, nullptr, &rect_dst);
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}
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bool generate_tile_map_texture()
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{
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const Map& map = ConfigManager::instance()->map;
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const TileMap& tile_map = map.get_tile_map();
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SDL_Rect& rect_tile_map = ConfigManager::instance()->rect_tile_map;
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SDL_Texture* tex_tile_set = ResourcesManager::instance()->get_texture_pool().find(ResID::Tex_Tileset)->second;
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int width_tex_tile_set, height_tex_tile_set;
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SDL_QueryTexture(tex_tile_set, nullptr, nullptr, &width_tex_tile_set, &height_tex_tile_set);//宽度和高度存储进去
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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
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//计算整张图的纹理宽高
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int width_tex_tile_map, height_tex_tile_map;
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width_tex_tile_map = (int)map.get_width() * SIZE_TILE;
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height_tex_tile_map = (int)map.get_height() * SIZE_TILE;
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//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
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tex_tile_map = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
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SDL_TEXTUREACCESS_TARGET, width_tex_tile_map, height_tex_tile_map);
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if (!tex_tile_map)return false;
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//根据生成的图片调整rect_tile_map
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ConfigManager* config = ConfigManager::instance();
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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!!
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rect_tile_map.y = (config->basic_template.window_height - height_tex_tile_map) / 2;
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rect_tile_map.w = width_tex_tile_map;
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rect_tile_map.h = height_tex_tile_map;//后期渲染目标react设置完成;
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//设置纹理的混合模式
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SDL_SetTextureBlendMode(tex_tile_map, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, tex_tile_map);
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for (int y = 0; y < map.get_height(); y++)
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{
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for (int x = 0; x < map.get_width(); x++)
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{
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//源素材矩形
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SDL_Rect rect_src;
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const Tile& tile = tile_map[y][x];
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//目标位置矩形
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const SDL_Rect& rect_dst =
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{
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x * SIZE_TILE,y * SIZE_TILE, //x,y坐标
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SIZE_TILE,SIZE_TILE //宽高
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};
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//求需要裁剪的素材块
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rect_src =
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{
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(tile.terrian % num_tile_single_line) * SIZE_TILE,//设计规则是这样的
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(tile.terrian / num_tile_single_line) * SIZE_TILE,
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SIZE_TILE,SIZE_TILE
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};
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SDL_RenderCopy(renderer, tex_tile_set, &rect_src, &rect_dst);//地形层结束
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//判断装饰物层是否有
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if (tile.decoration >= 0)
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{
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rect_src =
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{
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(tile.decoration % num_tile_single_line) * SIZE_TILE,
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(tile.decoration / num_tile_single_line) * SIZE_TILE,
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SIZE_TILE,SIZE_TILE
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};
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SDL_RenderCopy(renderer, tex_tile_set, &rect_src, &rect_dst);//装饰物层结束
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}
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}
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}
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//防守目标(屋子)
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const SDL_Point& idx_home = map.get_idx_home();
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const SDL_Rect& rect_dst =
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{
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idx_home.x * SIZE_TILE, idx_home.y * SIZE_TILE,
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SIZE_TILE,SIZE_TILE
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};
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SDL_RenderCopy(renderer, ResourcesManager::instance()->get_texture_pool().find(ResID::Tex_Home)->second, nullptr, &rect_dst);
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//一定要设置回空
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SDL_SetRenderTarget(renderer, nullptr);
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return true;
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}
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};
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"spawn_list": [{
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"interval": 1,
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"point": 1,
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"enemy": "Slim"
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"enemy": "Slime"
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}, {
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"interval": 1,
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"point": 2,
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"enemy": "KingSlim"
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"enemy": "KingSlime"
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}, {
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"interval": 1,
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"point": 1,
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@ -28,7 +28,7 @@
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"spawn_list": [{
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"interval": 3,
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"point": 2,
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"enemy": "KingSlim"
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"enemy": "KingSlime"
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}]
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}]
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10
TdGame/map.h
10
TdGame/map.h
@ -32,7 +32,7 @@ public:
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std::string str_line;
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while (std::getline(file, str_line))
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{
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str_line = trim_str(str_line);
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str_line = trim_str(str_line);//去除两端空白字符串,自定义函数
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if (str_line.empty())
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continue;
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//如果不为空,则进入下一行,将idx_x置-1
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@ -45,7 +45,7 @@ public:
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{
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idx_x++;//将idx_x++去右边下一个瓦片,
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tile_map_temp[idx_y].emplace_back();//在idx_y行中添加新瓦片
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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。
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Tile& tile = tile_map_temp[idx_y].back();//获取对新增瓦片的引用,以便后续操作。
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load_tile_from_string(tile,str_tile);
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}
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@ -162,12 +162,12 @@ private:
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if (tile.special_flag == 0)//代表是房屋,其余1234是刷怪点
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{
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idx_home.x == x;
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idx_home.y == y;
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idx_home.x = x;
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idx_home.y = y;
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}
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else
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{
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spawner_route_pool[tile.special_flag] = Route(tile_map, { x, y });
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spawner_route_pool[tile.special_flag] = Route(tile_map, { x,y });
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}
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}
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}
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#pragma once
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#ifndef _RESOURCES_MANAGER_H_
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#define _RESOURCES_MANAGER_H_
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@ -116,13 +117,13 @@ public:
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texture_pool[ResID::Tex_Slime] = IMG_LoadTexture(renderer, "resources/enemy_slime.png");
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texture_pool[ResID::Tex_KingSlime] = IMG_LoadTexture(renderer, "resources/enemy_king_slime.png");
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texture_pool[ResID::Tex_Skeleton] = IMG_LoadTexture(renderer, "resources/enemy_skeleton.png");
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texture_pool[ResID::Tex_Goblin] = IMG_LoadTexture(renderer, "resources/enenmy_goblin.png");
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texture_pool[ResID::Tex_GoblinPriest] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_priest.png");
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texture_pool[ResID::Tex_SlimeSketch] = IMG_LoadTexture(renderer, "resources/enenmy_slime_sketch.png");
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texture_pool[ResID::Tex_KingSlimeSketch] = IMG_LoadTexture(renderer, "resources/enenmy_king_slime_sketch.png");
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texture_pool[ResID::Tex_SkeletonSketch] = IMG_LoadTexture(renderer, "resources/enenmy_skeleton_sketch.png");
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texture_pool[ResID::Tex_GoblinSketch] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_sketch.png");
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texture_pool[ResID::Tex_GoblinPriestSketch] = IMG_LoadTexture(renderer, "resources/enenmy_goblin_priest_sketch.png");
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texture_pool[ResID::Tex_Goblin] = IMG_LoadTexture(renderer, "resources/enemy_goblin.png");
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texture_pool[ResID::Tex_GoblinPriest] = IMG_LoadTexture(renderer, "resources/enemy_goblin_priest.png");
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texture_pool[ResID::Tex_SlimeSketch] = IMG_LoadTexture(renderer, "resources/enemy_slime_sketch.png");
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texture_pool[ResID::Tex_KingSlimeSketch] = IMG_LoadTexture(renderer, "resources/enemy_king_slime_sketch.png");
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texture_pool[ResID::Tex_SkeletonSketch] = IMG_LoadTexture(renderer, "resources/enemy_skeleton_sketch.png");
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texture_pool[ResID::Tex_GoblinSketch] = IMG_LoadTexture(renderer, "resources/enemy_goblin_sketch.png");
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texture_pool[ResID::Tex_GoblinPriestSketch] = IMG_LoadTexture(renderer, "resources/enemy_goblin_priest_sketch.png");
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texture_pool[ResID::Tex_BulletArrow] = IMG_LoadTexture(renderer, "resources/bullet_arrow.png");
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texture_pool[ResID::Tex_BulletAxe] = IMG_LoadTexture(renderer, "resources/bullet_axe.png");
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@ -198,7 +199,6 @@ public:
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if (!pair.second) return false;
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return true;
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}
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const FontPool& get_font_pool()
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@ -16,7 +16,7 @@ public:
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Route() = default;
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//有参构造函数
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Route(const TileMap& map,SDL_Point& idx_origin)
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Route(const TileMap& map,const SDL_Point& idx_origin)
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{
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size_t width_map = map[0].size();
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size_t height_map = map.size();
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@ -83,4 +83,5 @@ private:
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return false;
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}
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};
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#endif
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#include <vector>
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#define SIZE_TILE = 48
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#define SIZE_TILE 48
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//只有数据没有方法,结构体比较好
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struct Tile
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@ -13,7 +13,7 @@ struct Wave
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{
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double interval = 0;
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int spawn_point = 1;
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EnemyType enemy_type = EnemyType::Slim;//在level.json文件中见格式,波次序列配置文件
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EnemyType enemy_type = EnemyType::Slime;//在level.json文件中见格式,波次序列配置文件
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};
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double rewards = 0;
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