操作sfml顶点数组

时间:2017-09-10 22:07:58

标签: c++ algorithm sfml

我正在研究sfml顶点数组函数。基于这个教程,我已经介绍了一个基本的实现,我想添加它。不幸的是,我在OOP相对较新,并希望得到任何帮助。 输出使用精灵网格生成类似图案的棋盘格式。

我的目标是使用寻路算法(递归bactracker)连接网格地板块以生成路径。

这部分的其余部分在main.cpp中实例化:

//load the texture for our background vertex array
Texture textureBackground;
textureBackground.loadFromFile("graphics/background_sheet.png");

在游戏循环中一次:

                //pass the vertex array by reference to the createBackground function
            int tileSize = createBackground(background, arena);

最后在绘制场景中:

        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;
}

1 个答案:

答案 0 :(得分:0)

据我所知,您正在动态生成瓷砖 。如果要创建类似 walkable 空间的内容,则应先生成切片贴图,然后根据生成的内容进行绘制。

可能过度您的问题,generate random maps有几种方法可以满足特定的约束条件。

当你完成选择后,你可以像你一样简单地绘制,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;

应该有像

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,你必须将tilemap传递给你的render方法,或者更好的是,创建一个覆盖draw()方法的TileMap类