Implement TileSet and TileMap classes

This commit is contained in:
Lexi / Zoe 2026-04-28 19:45:41 +02:00
parent bb9d108102
commit bb43d308c0
Signed by: binaryDiv
GPG key ID: F8D4956E224DA232
6 changed files with 243 additions and 8 deletions

View file

@ -4,11 +4,12 @@ module;
#include <memory>
#include <optional>
#include <vector>
#include <SDL3/SDL.h>
export module game.game;
import core.drawing.sprite;
import core.drawing.tile_map;
import core.drawing.tile_set;
import core.engine;
import core.render_server;
import wrappers.sdl;
@ -28,19 +29,48 @@ export namespace game
core::Sprite player_sprite_;
std::vector<core::Sprite> sprites_;
// Tile set and tile map (TODO: tile set should be moved to resource manager in engine)
core::TileSet tile_set_;
core::TileMap tile_map_;
// Private constructor
explicit Game(core::Engine& engine)
: engine_(engine),
player_sprite_{
core::Sprite::create_with_texture(
core::Sprite::create_from_texture(
engine_.get_render_server(),
"assets/sprites/neocat_64.png",
std::nullopt,
sdl::FPoint{0, 0},
sdl::FPoint{-32, -32}
)
}
{}
},
tile_set_{
core::TileSet::create_from_texture(
engine_.get_render_server(),
"assets/tilesets/terrain.png",
32,
{
// Tile 0: No tile
{0, 0},
// Tile 1: Actual first tile in the texture
{0, 0},
{1, 0},
{2, 0},
{3, 0},
}
)
},
tile_map_(0, 32, 16, 12, {50, 50})
{
// Initialize tile map with example data
for (auto x = 0; x < 10; x++) {
for (auto y = 0; y < 10; y++) {
const auto tile_index = 2 + (x + y) % 2;
tile_map_.set_tile(x, y, tile_index);
}
}
}
public:
Game() = delete;
@ -75,7 +105,7 @@ export namespace game
if (event->type == sdl::EventType::MouseButtonUp) {
sprites_.push_back(
core::Sprite::create_with_texture(
core::Sprite::create_from_texture(
engine_.get_render_server(),
"assets/sprites/neofox_64.png",
std::nullopt,
@ -98,6 +128,10 @@ export namespace game
const auto& render_server = engine_.get_render_server();
render_server.start_frame();
// Render tilemap
tile_map_.draw(render_server, tile_set_);
// Render sprites
for (const core::Sprite& sprite : sprites_) {
sprite.draw(render_server);
}