TMX地图正确加载但似乎错误地定位了我的图块。
我在这里使用TMX Parser:https://code.google.com/p/tmx-parser/
它加载TMX很好,没有错误。但它只根据它们在spritesheet中的位置来定位瓷砖。
以下是代码示例:
void Game::DrawMap()
{
SDL_Rect rect_CurTile;
SDL_Rect pos;
int DrawX;
int DrawY;
for (int i = 0; i < map->GetNumLayers(); ++i)
{
// Get a layer.
currLayer = map->GetLayer(i);
for (int x = 0; x < currLayer->GetWidth(); ++x)
{
for (int y = 0; y < currLayer->GetHeight(); ++y)
{
int CurTile = currLayer->GetTileId(x, y);
int Num_Of_Cols = 8;
int tileset_col = (CurTile % Num_Of_Cols);
tileset_col++;
int tileset_row = (CurTile / Num_Of_Cols);
rect_CurTile.x = (1 + (32 + 1) * tileset_col);
rect_CurTile.y = (1 + (32 + 1) * tileset_row);
rect_CurTile.w = 32;
rect_CurTile.h = 32;
DrawX = (x * 32);
DrawY = (y * 32);
pos.x = DrawX;
pos.y = DrawY;
pos.w = 32;
pos.h = 32;
apply_surfaceClip(DrawX,DrawY, surfaceTileset, destSurface, &rect_CurTile);
sprTexture = SDL_CreateTextureFromSurface(mRenderer,destSurface);
SDL_RenderCopy(mRenderer,sprTexture,&rect_CurTile,&pos);
}
}
}
void apply_surfaceClip( 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 );
}
答案 0 :(得分:0)
我修复了问题所在的问题,当使用两层时,它在这里绘制零是完成的样本
for (int i = 0; i < map->GetNumLayers(); ++i)
{
// Get a layer.
currLayer = map->GetLayer(i);
for (int x = 0; x < currLayer->GetWidth(); ++x)
{
for (int y = 0; y < currLayer->GetHeight(); ++y)
{
int CurTile = currLayer->GetTileId(x, y);
if(CurTile == 0)
{
continue;
}
int Num_Of_Cols = 8;
int tileset_col = (CurTile % Num_Of_Cols);
int tileset_row = (CurTile / Num_Of_Cols);
std::cout << CurTile << std::endl;
rect_CurTile.x = (1 + (32 + 1) * tileset_col);
rect_CurTile.y = (1 + (32 + 1) * tileset_row);
rect_CurTile.w = 32;
rect_CurTile.h = 32;
DrawX = (x * 32);
DrawY = (y * 32);
pos.x = DrawX;
pos.y = DrawY;
pos.w = 32;
pos.h = 32;
apply_surfaceClip(DrawX,DrawY, surfaceTileset, destSurface, &rect_CurTile);
sprTexture = SDL_CreateTextureFromSurface(mRenderer,destSurface);
SDL_RenderCopy(mRenderer,sprTexture,&rect_CurTile,&pos);
}
}
}