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level.cpp
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244 lines (186 loc) · 7.77 KB
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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
/*
* File: level.cpp
* Author: ross
*
* Created on 19 December 2018, 23:38
*/
#include "level.h"
namespace level_constants
{
const int SELECTED_TILESET = 0;
}
Level::Level()
{
}
Level::Level(Renderer *renderer, std::string filepath)
{
loadLevel(renderer, filepath);
}
Level::~Level()
{
}
void Level::loadLevel(Renderer *renderer, std::string filepath)
{
std::ifstream levelFileStream(filepath);
json fileJson;
levelFileStream >> fileJson;
//Parse Json file; store all level data in object struct
parseJsonFile(fileJson, renderer);
}
void Level::parseJsonFile(json fileJson, Renderer *renderer)
{
//Get map height from file
this->_levelData.mapheight = fileJson["height"];
//Get map width from file
this->_levelData.mapwidth = fileJson["width"];
//Get tile width from file
this->_levelData.tileWidth = fileJson["tilewidth"];
//Get tile height from file
this->_levelData.tileHeight = fileJson["tileheight"];
//Get next object id from file
this->_levelData.nextObjectId = fileJson["nextobjectid"];
//Get infinite bool from file
this->_levelData.infinite = fileJson["infinite"];
//***LAYER SPECIFIC DATA***//
//Take layer data and split into separate json object
json layerJson = fileJson["layers"];
int i = 0;
for(auto layers : layerJson)
{
layerDataStruct tempLayerDataStruct;
tempLayerDataStruct.name = layers["name"].get<std::string>();
tempLayerDataStruct.tiles = layers["data"].get<std::vector<int>>();
tempLayerDataStruct.height = layers["height"].get<int>();
tempLayerDataStruct.width = layers["width"].get<int>();
tempLayerDataStruct.xPos = layers["x"].get<int>();
tempLayerDataStruct.yPos = layers["y"].get<int>();
tempLayerDataStruct.opacity = layers["opacity"].get<float>();
tempLayerDataStruct.isVisibile = layers["visible"].get<bool>();
_levelData.levelLayers.insert({i, tempLayerDataStruct});
i++;
}
//***TILESET SPECIFIC DATA***//
//Take tileset data and split into separate json object
json tilesetJson = fileJson["tilesets"];
i = 0;
//Create json object vector
for(auto tilesets : tilesetJson)
{
tilesetDataStruct tempTilesetDataStruct;
tempTilesetDataStruct.firstGid = tilesets["firstgid"].get<int>();
std::string tempString = tilesets["source"].get<std::string>();
//Manipulate source string so it matches source file relative location
//remove ".."
std::string tempStringManip = tempString.substr(2,tempString.size());
tempString = tempStringManip;
//concatenate "content + tileset/tilesetX.json - path relative to game root directory
std::string contentString = "content";
contentString += tempStringManip;
tempTilesetDataStruct.filePath = contentString;
//Load tileset files into JSON objects
std::ifstream tempTilesetFileStream(contentString);
json tempTilesetJson;
tempTilesetFileStream >> tempTilesetJson;
//Load name
std::string tempName = tempTilesetJson["name"].get<std::string>();
tempTilesetDataStruct.name = tempName;
//Check against tileset list to see if it already exists
bool tilesetExists = renderer->doesTilesetExist(tempName);
if(!tilesetExists)
{
//Create tileset object from data loaded from json
Tileset tempTileSet(renderer, tempTilesetDataStruct.filePath);
//Add finished tileset to renderer map
renderer->addTileset(tempName, tempTileSet);
}
//Add finished tileset to level for reference
_levelData.levelTilesets.insert({i, tempTilesetDataStruct});
i++;
}
//create current position vector
posStruct currentCoord;
currentCoord.x = 0;
currentCoord.y = 0;
/*
* Tilesets stored in level class have member in struct same as key in renderer map
*
* Need to add each tile from level file id as Tile object in level class
*/
// Loop for number of tile layers in the level
for(int i = 0; i < this->_levelData.levelLayers.size(); i++)
{
// Loop for the number of tiles in each layer
//for (int j = 0; j < this->_levelData.levelLayers.at(i).tileMapStore.size(); j++)
for (int j = 0; j < this->_levelData.levelLayers.at(i).tiles.size(); j++)
{
int tempId = this->_levelData.levelLayers.at(i).tiles.at(j);
Tileset tempTilesetObject;
bool found = false;
int tilesetFirstGid = 0;
// Check against first gid in tilesets
for (int k = 0; k < _levelData.levelTilesets.size(); k++)
{
// If next tileset = tilesets.end() then set this variable to true
bool lastTileset = false;
if(k+1 == _levelData.levelTilesets.size()) lastTileset = true;
tilesetFirstGid = _levelData.levelTilesets.at(k).firstGid;
// If id of tile is:
// 1. same as or greater than first gid of tileset
// 2. and less than first gid of next tileset
// It resides in this tileset
if(tempId >= tilesetFirstGid && ((lastTileset == true) || (tempId < _levelData.levelTilesets.at(k+1).firstGid)))
{
//If conditions are true, grab tileset and save in a temp variable
tempTilesetObject = renderer->getTileset(_levelData.levelTilesets.at(k).name);
found = true;
break;
}
}
if(found == false)
{
//throw error - tileset couldn't be found
//maybe just fill with "error tile"?
}
// Offset layer tile id from x-n format to 0-n format found in files
int actualTileId = tempId - tilesetFirstGid;
// Retrieve tile
Tile tempTilesetTile = tempTilesetObject.getTile(actualTileId);
// Add coordinates to tile
tempTilesetTile.setCoords(currentCoord.x, currentCoord.y);
// Add to layer tile vector - maybe give coordinates (non screenspace) as a member of Tile
_levelData.levelLayers.at(i).tileObjects.insert({j, tempTilesetTile});
// Increment coordinates
currentCoord = coordIterator(currentCoord);
}
currentCoord.x, currentCoord.y = 0;
}
}
posStruct Level::coordIterator(posStruct toIterate)
{
toIterate.x++;
//REMOVE HARD CODING, PASS IN LAYER WIDTH
if(toIterate.x > 9)
{
toIterate.x = 0;
toIterate.y++;
}
return toIterate;
}
void Level::draw(Renderer *renderer, double renderSpeed)
{
for(int i = 0; i < this->_levelData.levelLayers.size(); i++)
{
for(int j = 0; j < this->_levelData.levelLayers.at(i).tileObjects.size(); j++)
{
// Grab tile, call tile draw function
Tile *tilePointer = &this->_levelData.levelLayers.at(i).tileObjects.at(j);
// Invoke renderer to draw tile
renderer->drawTile(tilePointer, renderSpeed, this->_levelData.tileWidth, this->_levelData.tileHeight);
}
}
}