#include "serializable.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
+#include "object/path.hpp"
+#include "object/path_walker.hpp"
+#include "script_interface.hpp"
namespace lisp {
class Lisp;
class Level;
class TileManager;
class Tile;
+class TileSet;
/**
* This class is reponsible for drawing the level tiles
*/
-class TileMap : public GameObject, public Serializable
+class TileMap : public GameObject, public Serializable, public ScriptInterface
{
public:
- TileMap();
- TileMap(const lisp::Lisp& reader, TileManager* tile_manager = 0);
- TileMap(std::string name, int z_pos, bool solid_, size_t width_, size_t height_);
+ TileMap(const TileSet *tileset);
+ TileMap(const lisp::Lisp& reader);
+ TileMap(const TileSet *tileset, std::string name, int z_pos, bool solid_,
+ size_t width_, size_t height_);
virtual ~TileMap();
virtual void write(lisp::Writer& writer);
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
+ /** Move tilemap until at given node, then stop */
+ void goto_node(int node_no);
+
+ /** Start moving tilemap */
+ void start_moving();
+
+ /** Stop tilemap at next node */
+ void stop_moving();
+
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
+
void set(int width, int height, const std::vector<unsigned int>& vec,
int z_pos, bool solid);
/** resizes the tilemap to a new width and height (tries to not destroy the
* existing map)
*/
- void resize(int newwidth, int newheight);
+ void resize(int newwidth, int newheight, int fill_id = 0);
size_t get_width() const
{ return width; }
size_t get_height() const
{ return height; }
+ float get_x_offset() const
+ { return x_offset; }
+
+ float get_y_offset() const
+ { return y_offset; }
+
+ void set_x_offset(float x_offset)
+ { this->x_offset = x_offset; }
+
+ void set_y_offset(float y_offset)
+ { this->y_offset = y_offset; }
+
int get_layer() const
{ return z_pos; }
-
+
bool is_solid() const
{ return solid; }
+ /**
+ * Changes Tilemap's solidity, i.e. whether to consider it when doing collision detection.
+ */
+ void set_solid(bool solid = true);
+
/// returns tile in row y and column y (of the tilemap)
const Tile* get_tile(int x, int y) const;
/// returns tile at position pos (in world coordinates)
const Tile* get_tile_at(const Vector& pos) const;
+ /// returns tile in row y and column y (of the tilemap)
+ uint32_t get_tile_id(int x, int y) const;
+ /// returns tile at position pos (in world coordinates)
+ uint32_t get_tile_id_at(const Vector& pos) const;
void change(int x, int y, uint32_t newtile);
/// changes all tiles with the given ID
void change_all(uint32_t oldtile, uint32_t newtile);
- TileManager* get_tilemanager() const
- {
- return tilemanager;
- }
-
void set_drawing_effect(DrawingEffect effect)
{
drawing_effect = effect;
return drawing_effect;
}
+ /**
+ * Start fading the tilemap to opacity given by @c alpha.
+ * Destination opacity will be reached after @c seconds seconds. Also influences solidity.
+ */
+ void fade(float alpha, float seconds = 0);
+
+ /**
+ * Instantly switch tilemap's opacity to @c alpha. Also influences solidity.
+ */
+ void set_alpha(float alpha);
+
+ /**
+ * Return tilemap's opacity. Note that while the tilemap is fading in or out, this will return the current alpha value, not the target alpha.
+ */
+ float get_alpha();
+
private:
+ const TileSet *tileset;
+
typedef std::vector<uint32_t> Tiles;
Tiles tiles;
-
-private:
- TileManager* tilemanager;
- std::string name;
+
bool solid;
- float speed;
+ float speed_x;
+ float speed_y;
int width, height;
int z_pos;
+ float x_offset;
+ float y_offset;
DrawingEffect drawing_effect;
+ float alpha; /**< requested tilemap opacity */
+ float current_alpha; /**< current tilemap opacity */
+ float remaining_fade_time; /**< seconds until requested tilemap opacity is reached */
+
+ std::auto_ptr<Path> path;
+ std::auto_ptr<PathWalker> walker;
+
+ DrawingContext::Target draw_target; /**< set to LIGHTMAP to draw to lightmap */
};
#endif /*SUPERTUX_TILEMAP_H*/
-