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//The tile
class Tile
{
private:
//The attributes of the tile
SDL_Rect box;
//The tile type
int type;
public:
//Initializes the variables
Tile( int x, int y, int tileType );
//Shows the tile
void show();
//Get the tile type
int get_type();
//Get the collision box
SDL_Rect get_box();
};
//The dot
class Dot
{
private:
//The dot's collision box
SDL_Rect box;
//The velocity of the dot
int xVel, yVel;
public:
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handle_input();
//Moves the dot
void move( Tile *tiles[] );
//Shows the dot on the screen
void show();
//Sets the camera over the dot
void set_camera();
};
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
bool check_collision( SDL_Rect A, SDL_Rect B )
{
//The sides of the rectangles
int leftA, leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
//Calculate the sides of rect A
leftA = A.x;
rightA = A.x + A.w;
topA = A.y;
bottomA = A.y + A.h;
//Calculate the sides of rect B
leftB = B.x;
rightB = B.x + B.w;
topB = B.y;
bottomB = B.y + B.h;
//If any of the sides from A are outside of B
if( bottomA <= topB )
{
return false;
}
if( topA >= bottomB )
{
return false;
}
if( rightA <= leftB )
{
return false;
}
if( leftA >= rightB )
{
return false;
}
//If none of the sides from A are outside B
return true;
}
bool set_tiles( Tile *tiles[] )
{
//The tile offsets
int x = 0, y = 0;
//Open the map
std::ifstream map( "Level_1.map" );
//If the map couldn't be loaded
if( map == NULL )
{
return false;
}
//Initialize the tiles
for( int t = 0; t < TOTAL_TILES; t++ )
{
//Determines what kind of tile will be made
int tileType = -1;
//Read tile from map file
map >> tileType;
//If the was a problem in reading the map
if( map.fail() == true )
{
//Stop loading map
map.close();
return false;
}
//If the number is a valid tile number
if( ( tileType >= 0 ) && ( tileType < TILE_SPRITES ) )
{
tiles[ t ] = new Tile( x, y, tileType );
}
//If we don't recognize the tile type
else
{
//Stop loading map
map.close();
return false;
}
//Move to next tile spot
x += TILE_WIDTH;
//If we've gone too far
if( x >= LEVEL_WIDTH )
{
//Move back
x = 0;
//Move to the next row
y += TILE_HEIGHT;
}
}
//Close the file
map.close();
//If the map was loaded fine
return true;
}
bool touches_wall( SDL_Rect box, Tile *tiles[] )
{
//Go through the tiles
for( int t = 0; t < TOTAL_TILES; t++ )
{
//If the tile is a wall type tile
if( ( tiles[ t ]->get_type() >= TILE_MAIN ) && ( tiles[ t ]->get_type() <= TILE_ORC ) )
{
//If the collision box touches the wall tile
if( check_collision( box, tiles[ t ]->get_box() ) == true )
{
return true;
}
}
}
//If no wall tiles were touched
return false;
}
Tile::Tile( int x, int y, int tileType )
{
//Get the offsets
box.x = x;
box.y = y;
//Set the collision box
box.w = TILE_WIDTH;
box.h = TILE_HEIGHT;
//Get the tile type
type = tileType;
}
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