加入 Node节点类 还未测试新框架
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@@ -1,10 +1,10 @@
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#include "GameMap.h"
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#include "Asset/AssetManager.h"
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#include "EngineCore/Game.h"
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#include "EngineFrame/Scene/Scene.h"
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#include "EngineFrame/Component/Animation.h"
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#include "Actor/Map/GameMapCamera.h"
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#include "Global/Global_Game.h"
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#include "Actor/Object/CharacterObject.h"
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#include "EngineCore/Game.h"
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GameMap::GameMap()
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{
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@@ -217,34 +217,21 @@ void GameMap::InitTile()
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{
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NormalTileCount = tileArr.size();
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_MapLength = NormalTileCount * 224;
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for (int i = 0; i < NormalTileCount; i++)
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{
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std::string path = tileArr[i];
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RefPtr<Tile> tile = new Tile(path);
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tile->SetPos(Vec2{i * 224, -200 - std::get<int>(_MapInfo["background_pos"])});
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_LayerMap["bottom"]->AddComponent(tile);
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}
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_MapHeight = 560;
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}
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if (_MapInfo.count("extended_tile"))
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if (!_MapInfo.count("extended_tile"))
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return;
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std::vector<std::string> extileArr = std::get<std::vector<std::string>>(_MapInfo["extended_tile"]);
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if (extileArr.size() > 0)
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{
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std::vector<std::string> extileArr = std::get<std::vector<std::string>>(_MapInfo["extended_tile"]);
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if (extileArr.size() > 0)
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{
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int ExTileCount = extileArr.size();
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int Buffer = (ExTileCount / NormalTileCount);
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_MapHeight += (Buffer < 1 ? 1 : Buffer) * 40;
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for (int i = 0; i < ExTileCount; i++)
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{
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std::string path = extileArr[i];
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RefPtr<Tile> tile = new Tile(path);
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int xbuf = i % NormalTileCount * 224;
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int ybuf = -200 - std::get<int>(_MapInfo["background_pos"]) + NormalTileHeight + 120 * (i / NormalTileCount);
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tile->SetPos(Vec2{xbuf, ybuf});
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_LayerMap["bottom"]->AddComponent(tile);
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}
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}
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int ExTileCount = extileArr.size();
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int Buffer = (ExTileCount / NormalTileCount);
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_MapHeight += (Buffer < 1 ? 1 : Buffer) * 40;
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}
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_Tile = new Tile(this, tileArr, extileArr);
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_LayerMap["bottom"]->AddChild(_Tile);
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}
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void GameMap::InitBackgroundAnimation()
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@@ -340,45 +327,42 @@ void GameMap::LoadMap(std::string mapName)
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void GameMap::Enter(Scene *scene)
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{
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_Scene = scene;
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scene->AddChild(_LayerMap["contact"]);
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scene->AddChild(_LayerMap["distantback"]);
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scene->AddChild(_LayerMap["middleback"]);
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scene->AddChild(_LayerMap["bottom"]);
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scene->AddChild(_LayerMap["closeback"]);
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scene->AddChild(_LayerMap["normal"]);
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scene->AddChild(_LayerMap["close"]);
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scene->AddChild(_LayerMap["cover"]);
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scene->AddChild(_LayerMap["max"]);
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}
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void GameMap::HandleEvents(SDL_Event *e)
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{
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AddChild(_LayerMap["contact"]);
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AddChild(_LayerMap["distantback"]);
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AddChild(_LayerMap["middleback"]);
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AddChild(_LayerMap["bottom"]);
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AddChild(_LayerMap["closeback"]);
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AddChild(_LayerMap["normal"]);
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AddChild(_LayerMap["close"]);
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AddChild(_LayerMap["cover"]);
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AddChild(_LayerMap["max"]);
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}
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void GameMap::Update(float deltaTime)
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{
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if (_Scene->GetCamera() == nullptr)
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Actor::Update(deltaTime);
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RefPtr<GameCamera> Cam = Global_Game::GetInstance().GetCamera();
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if (Cam == nullptr)
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return;
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GameMapCamera *Cam = (GameMapCamera *)(_Scene->GetCamera().Get());
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int targetX = Cam->_currentPosition.x;
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int targetY = Cam->_currentPosition.y;
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float targetX = Cam->_currentPosition.x;
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float targetY = Cam->_currentPosition.y;
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// 屏幕中心
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int width_Separate = 1067 / 2;
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int height_Separate = 600 / 2;
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float width_Separate = 1280.0f / 1.2f / 2.0f;
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float height_Separate = 600.0f / 2.0f;
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// 获取摄像机可行区域限制
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auto limitIt = _MapInfo.find("limit_map_camera_move");
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if (limitIt != _MapInfo.end())
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{
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std::vector<int> limit = std::get<std::vector<int>>(_MapInfo["limit_map_camera_move"]);
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int X_Limit_Min = limit[0];
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int X_Limit_Max = limit[1];
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int Y_Limit_Min = limit[2];
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int Y_Limit_Max = limit[3];
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float X_Limit_Min = limit[0];
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float X_Limit_Max = limit[1];
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float Y_Limit_Min = limit[2];
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float Y_Limit_Max = limit[3];
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// 应用地图边界限制
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targetX = std::clamp(targetX, width_Separate, _MapLength - width_Separate);
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targetY = std::clamp(targetY, height_Separate, _MapHeight - height_Separate);
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targetX = std::clamp(targetX, width_Separate, (float)_MapLength - width_Separate);
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targetY = std::clamp(targetY, height_Separate, (float)_MapHeight - height_Separate);
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// 应用自定义摄像机移动限制
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if (X_Limit_Min != -1)
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targetX = std::max(targetX, X_Limit_Min);
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@@ -393,12 +377,12 @@ void GameMap::Update(float deltaTime)
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// 更新图层位置
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for (auto &Layer : _LayerMap)
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{
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int posX = -targetX + width_Separate;
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int posY = -targetY + height_Separate + MapOffsetY;
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float posX = -targetX + width_Separate;
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float posY = -targetY + height_Separate + MapOffsetY;
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if (Layer.first == "distantback")
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{
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posX *= BackgroundMoveSpeed;
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posX /= 100;
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posX /= 100.0f;
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}
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Layer.second->SetPos(Vec2(posX, posY));
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}
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@@ -412,14 +396,17 @@ void GameMap::AddObject(RefPtr<BaseObject> object)
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if (object->m_objecttype == ObjectType::CHARACTER)
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{
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CharacterObject *chr = (CharacterObject *)(object.Get());
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if( chr->_Shadow != nullptr)_LayerMap["bottom"]->AddComponent(chr->_Shadow);
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Global_Game::GetInstance().GetCamera()->SetFromActor(chr);
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if (chr->_Shadow)
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_LayerMap["bottom"]->AddChild(chr->_Shadow);
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}
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}
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VecPos3 GameMap::CheckIsItMovable(VecPos3 CurPos, VecPos3 PosOffset)
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VecFPos3 GameMap::CheckIsItMovable(VecFPos3 CurPos, VecFPos3 PosOffset)
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{
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// 初始化结果为原坐标(默认不移动)
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VecPos3 result = CurPos;
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VecFPos3 result = CurPos;
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// 如果没有可移动区域限制,直接全量位移
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if (_MovableArea.empty())
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