TileMap::TileMap(const TileSet *new_tileset)
: tileset(new_tileset), solid(false), speed_x(1), speed_y(1), width(0),
- height(0), z_pos(0), x_offset(0), y_offset(0), drawing_effect(NO_EFFECT),
+ height(0), z_pos(0), x_offset(0), y_offset(0), movement(Vector(0,0)), drawing_effect(NO_EFFECT),
alpha(1.0), current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
{
TileMap::TileMap(const lisp::Lisp& reader)
: solid(false), speed_x(1), speed_y(1), width(-1),
- height(-1), z_pos(0), x_offset(0), y_offset(0), drawing_effect(NO_EFFECT),
+ height(-1), z_pos(0), x_offset(0), y_offset(0), movement(Vector(0,0)), drawing_effect(NO_EFFECT),
alpha(1.0), current_alpha(1.0), remaining_fade_time(0),
draw_target(DrawingContext::NORMAL)
{
if(width < 0 || height < 0)
throw std::runtime_error("Invalid/No width/height specified in tilemap.");
- if(!reader.get_vector("tiles", tiles))
+ if(!reader.get("tiles", tiles))
throw std::runtime_error("No tiles in tilemap.");
if(int(tiles.size()) != width*height) {
throw std::runtime_error("wrong number of tiles in tilemap.");
}
- // make sure all tiles used on the tilemap are loaded
- for(Tiles::iterator i = tiles.begin(); i != tiles.end(); ++i)
+ bool empty = true;
+
+ // make sure all tiles used on the tilemap are loaded and tilemap isn't empty
+ for(Tiles::iterator i = tiles.begin(); i != tiles.end(); ++i) {
+ if(*i != 0) {
+ empty = false;
+ }
+
tileset->get(*i);
+ }
+
+ if(empty)
+ log_info << "Tilemap '" << name << "', z-pos '" << z_pos << "' is empty." << std::endl;
}
TileMap::TileMap(const TileSet *new_tileset, std::string name, int z_pos,
bool solid, size_t width, size_t height)
: tileset(new_tileset), solid(solid), speed_x(1), speed_y(1), width(0),
- height(0), z_pos(z_pos), x_offset(0), y_offset(0),
+ height(0), z_pos(z_pos), x_offset(0), y_offset(0), movement(Vector(0,0)),
drawing_effect(NO_EFFECT), alpha(1.0), current_alpha(1.0),
remaining_fade_time(0), draw_target(DrawingContext::NORMAL)
{
{
writer.start_list("tilemap");
- writer.write_int("z-pos", z_pos);
+ writer.write("z-pos", z_pos);
- writer.write_bool("solid", solid);
- writer.write_float("speed", speed_x);
- writer.write_float("speed-y", speed_y);
- writer.write_int("width", width);
- writer.write_int("height", height);
- writer.write_int_vector("tiles", tiles);
+ writer.write("solid", solid);
+ writer.write("speed", speed_x);
+ writer.write("speed-y", speed_y);
+ writer.write("width", width);
+ writer.write("height", height);
+ writer.write("tiles", tiles);
writer.end_list("tilemap");
}
if ((alpha > 0.75) && (current_alpha > 0.75)) set_solid(true);
}
+ movement = Vector(0,0);
// if we have a path to follow, follow it
if (walker.get()) {
Vector v = walker->advance(elapsed_time);
+ movement = Vector(v.x-get_x_offset(), std::max(0.0f,v.y-get_y_offset()));
set_x_offset(v.x);
set_y_offset(v.y);
}
float trans_x = roundf(context.get_translation().x);
float trans_y = roundf(context.get_translation().y);
- context.set_translation(Vector(trans_x * speed_x, trans_y * speed_y));
+ context.set_translation(Vector(int(trans_x * speed_x),
+ int(trans_y * speed_y)));
/** if we don't round here, we'll have a 1 pixel gap on screen sometimes.
* I have no idea why */