修改游戏底层矩阵相关

This commit is contained in:
2025-10-26 14:38:53 +08:00
parent dc0213dc16
commit 88f039348a
50 changed files with 1983 additions and 362 deletions

View File

@@ -221,7 +221,7 @@ void GameMap::InitTile()
{
std::string path = tileArr[i];
RefPtr<Tile> tile = new Tile(path);
tile->SetPos(VecFPos{i * 224, -200 - std::get<int>(_MapInfo["background_pos"])});
tile->SetPos(Vec2{i * 224, -200 - std::get<int>(_MapInfo["background_pos"])});
_LayerMap["bottom"]->AddComponent(tile);
}
_MapHeight = 560;
@@ -240,7 +240,7 @@ void GameMap::InitTile()
RefPtr<Tile> tile = new Tile(path);
int xbuf = i % NormalTileCount * 224;
int ybuf = -200 - std::get<int>(_MapInfo["background_pos"]) + NormalTileHeight + 120 * (i / NormalTileCount);
tile->SetPos(VecFPos{xbuf, ybuf});
tile->SetPos(Vec2{xbuf, ybuf});
_LayerMap["bottom"]->AddComponent(tile);
}
}
@@ -269,7 +269,7 @@ void GameMap::InitBackgroundAnimation()
}
for (int i = 0; i < (int)AniList.size(); i++)
{
AniList[i]->SetPos(VecFPos{i * width, -120});
AniList[i]->SetPos(Vec2{i * width, -120});
AniList[i]->SetRenderZOrder(-1000000);
std::string layer = ani.layer;
layer = layer.substr(1, layer.length() - 2);
@@ -294,7 +294,7 @@ void GameMap::InitMapAnimation()
{
std::string path = ani.filename;
RefPtr<Animation> AniObj = new Animation(path);
AniObj->SetPos(VecFPos{ani.XPos, ani.YPos - ani.ZPos});
AniObj->SetPos(Vec2{ani.XPos, ani.YPos - ani.ZPos});
AniObj->SetRenderZOrder(ani.YPos);
std::string layer = ani.layer;
layer = layer.substr(1, layer.length() - 2);
@@ -318,7 +318,7 @@ void GameMap::InitVirtualMovableArea()
float w = Info[i + 2];
float h = Info[i + 3];
if (_DebugMode)
_LayerMap["max"]->AddDebugFeasibleAreaInfo(VecFPos(x, y), VecSize(w, h));
_LayerMap["max"]->AddDebugFeasibleAreaInfo(Vec2(x, y), VecSize(w, h));
_MovableArea.push_back(SDL_FRect{x, y, w, h});
}
}
@@ -364,8 +364,8 @@ void GameMap::Update(float deltaTime)
int targetX = Cam->_currentPosition.x;
int targetY = Cam->_currentPosition.y;
// 屏幕中心
int width_Separate = Game::GetInstance().Screen_W / 2;
int height_Separate = Game::GetInstance().Screen_H / 2;
int width_Separate = 1067 / 2;
int height_Separate = 600 / 2;
// 获取摄像机可行区域限制
auto limitIt = _MapInfo.find("limit_map_camera_move");
@@ -400,7 +400,7 @@ void GameMap::Update(float deltaTime)
posX *= BackgroundMoveSpeed;
posX /= 100;
}
Layer.second->SetPos(VecFPos(posX, posY));
Layer.second->SetPos(Vec2(posX, posY));
}
}