在本教程中,我正在对sfml顶点数组functions.Based进行研究,我已经介绍了一个基本实现,并希望将其添加到其中。不幸的是,我在面向对象程序设计( OOP )方面相对较新,希望得到任何帮助。输出使用sprite网格生成类似棋盘的模式。
我的目标是连接网格地砖,使用路径查找算法(递归杆菌追踪器)生成路径。
此部分的其余部分在main.cpp中实例化:
//load the texture for our background vertex array
Texture textureBackground;
textureBackground.loadFromFile("graphics/background_sheet.png");一旦进入游戏循环,如下所示:
//pass the vertex array by reference to the createBackground function
int tileSize = createBackground(background, arena);最后在抽奖现场:
window.draw(background, &textureBackground);
#include "stdafx.h"
#include <SFML/Graphics.hpp>
#include "zArena.h"
int createBackground(VertexArray& rVA, IntRect arena)
{
// Anything we do to rVA we are actually doing to background (in the main function)
// How big is each tile/texture
const int TILE_SIZE = 50;
const int TILE_TYPES = 3;
const int VERTS_IN_QUAD = 4;
int worldWidth = arena.width / TILE_SIZE;
int worldHeight = arena.height / TILE_SIZE;
// What type of primitive are we using?
rVA.setPrimitiveType(Quads);
// Set the size of the vertex array
rVA.resize(worldWidth * worldHeight * VERTS_IN_QUAD);
// Start at the beginning of the vertex array
int currentVertex = 0;
for (int w = 0; w < worldWidth; w++)
{
for (int h = 0; h < worldHeight; h++)
{
// Position each vertex in the current quad
rVA[currentVertex + 0].position = Vector2f(w * TILE_SIZE, h * TILE_SIZE);
rVA[currentVertex + 1].position = Vector2f((w * TILE_SIZE) + TILE_SIZE, h * TILE_SIZE);
rVA[currentVertex + 2].position = Vector2f((w * TILE_SIZE) + TILE_SIZE, (h * TILE_SIZE) + TILE_SIZE);
rVA[currentVertex + 3].position = Vector2f((w * TILE_SIZE), (h * TILE_SIZE) + TILE_SIZE);
// Define the position in the Texture to draw for current quad
// Either mud, stone, grass or wall
//if (h == 0 || h == worldHeight - 1 || w == 0 || w == worldWidth - 1)
if ((h % 2 !=0)&& (w % 2 != 0))
{
// Use the wall texture
rVA[currentVertex + 0].texCoords = Vector2f(0, 0 + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 1].texCoords = Vector2f(TILE_SIZE, 0 + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 2].texCoords = Vector2f(TILE_SIZE, TILE_SIZE + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 3].texCoords = Vector2f(0, TILE_SIZE + TILE_TYPES * TILE_SIZE);
}
else
{
// Use a random floor texture
srand((int)time(0) + h * w - h);
int mOrG = (rand() % TILE_TYPES);
int verticalOffset = mOrG * TILE_SIZE;
//int verticalOffset = 0;
rVA[currentVertex + 0].texCoords = Vector2f(0, 0 + verticalOffset);
rVA[currentVertex + 1].texCoords = Vector2f(TILE_SIZE, 0 + verticalOffset);
rVA[currentVertex + 2].texCoords = Vector2f(TILE_SIZE, TILE_SIZE + verticalOffset);
rVA[currentVertex + 3].texCoords = Vector2f(0, TILE_SIZE + verticalOffset);
}
// Position ready for the next for vertices
currentVertex = currentVertex + VERTS_IN_QUAD;
}
}
return TILE_SIZE;
}发布于 2017-09-25 14:49:29
据我所见,你正在飞来飞去地生成你的瓷砖。如果您想要创建类似于可步行空间的东西,您应该首先生成您的平铺地图,然后根据生成的内容绘制它。
也许过多地解决了您的问题,有几种方法可以让generate random maps满足特定的约束条件。
当你有了选择的时候,你就可以像你做的那样画画,而不是
// Use a random floor texture
srand((int)time(0) + h * w - h);
int mOrG = (rand() % TILE_TYPES);
int verticalOffset = mOrG * TILE_SIZE;应该有这样的东西
// Select texture rect based on generated tilemap
int mOrG = tilemap[w][h]; // Or tilemap[h * worldWidth + w] if you do it as unidimensional array
int verticalOffset = mOrG * TILE_SIZE;使用这种方法,您必须将tilemap传递给您的呈现方法,或者更好的是创建一个重写TileMap方法的draw()类。
https://stackoverflow.com/questions/46146002
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