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- #include <SFML/Graphics.hpp>
- #include <iostream>
- class TileMap : public sf::Drawable, public sf::Transformable
- {
- public:
- bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
- {
- // load the tileset texture
- if (!m_tileset.loadFromFile(tileset))
- return false;
- // resize the vertex array to fit the level size
- m_vertices.setPrimitiveType(sf::Quads);
- m_vertices.resize(width * height * 4);
- // populate the vertex array, with one quad per tile
- for (unsigned int i = 0; i < width; ++i)
- for (unsigned int j = 0; j < height; ++j)
- {
- // get the current tile number
- int tileNumber = tiles[i + j * width];
- // find its position in the tileset texture
- int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
- int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
- // get a pointer to the current tile's quad
- sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
- // define its 4 corners
- quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
- quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
- quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
- quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
- // define its 4 texture coordinates
- quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
- quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
- quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
- quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
- }
- return true;
- }
- private:
- virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
- {
- // apply the transform
- states.transform *= getTransform();
- // apply the tileset texture
- states.texture = &m_tileset;
- // draw the vertex array
- target.draw(m_vertices, states);
- }
- sf::VertexArray m_vertices;
- sf::Texture m_tileset;
- };
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