116 lines
2.9 KiB
C++
116 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This code is based on the CRAB engine
|
|
*
|
|
* Copyright (c) Arvind Raja Yadav
|
|
*
|
|
* Licensed under MIT
|
|
*
|
|
*/
|
|
|
|
#ifndef CRAB_TMXLAYER_H
|
|
#define CRAB_TMXLAYER_H
|
|
|
|
#include "crab/Rectangle.h"
|
|
#include "crab/image/Image.h"
|
|
#include "crab/TMX/TileInfo.h"
|
|
|
|
#include "common/list.h"
|
|
|
|
namespace Crab {
|
|
|
|
namespace TMX {
|
|
enum LayerType {
|
|
// Run of the mill layer full of tiles
|
|
LAYER_NORMAL,
|
|
|
|
// Layer containing a simple image instead of tiles
|
|
LAYER_IMAGE,
|
|
|
|
// We do not draw prop layers along with the non-prop layers,
|
|
// because their draw order depends on the positions of the sprites
|
|
LAYER_PROP,
|
|
|
|
// Parallax layers are drawn differently, but are still composed of tiles
|
|
LAYER_PARALLAX,
|
|
|
|
// Auto-hide layers are primarily used for interiors
|
|
// These are only visible if the player is colliding with them
|
|
LAYER_AUTOHIDE,
|
|
|
|
// Auto-show layers are the reverse of auto-hide layers
|
|
// These are only visible if the player is not colliding with them
|
|
LAYER_AUTOSHOW
|
|
};
|
|
|
|
class Layer {
|
|
public:
|
|
// Name of the layer
|
|
Common::String _name;
|
|
|
|
// Dimensions of the layer in terms of tiles
|
|
int _w, _h;
|
|
|
|
Layer() {
|
|
_w = 0;
|
|
_h = 0;
|
|
}
|
|
bool load(rapidxml::xml_node<char> *node);
|
|
};
|
|
|
|
// Currently we just use one general purpose layer object instead of multiple inherited classes and stuff
|
|
class MapLayer : public Layer {
|
|
public:
|
|
// The tiles in the layer
|
|
Common::Array<Common::Array<TileInfo>> _tile;
|
|
|
|
// The type of layer
|
|
LayerType _type;
|
|
|
|
// The image in the layer
|
|
pyrodactyl::image::Image _img;
|
|
|
|
// The coordinates to draw the prop in(x,y) and dimensions of the area(w,h) in terms of tiles
|
|
// This is also the collision rectangle of the prop and auto hide layer
|
|
Rect _pos;
|
|
|
|
Common::List<Rect> _boundRect;
|
|
|
|
// The rate of scrolling of image, used for parallax
|
|
Vector2f _rate;
|
|
|
|
// Is the player colliding with the layer? (used for auto hide layer)
|
|
bool _collide;
|
|
|
|
MapLayer() : _rate(1, 1) {
|
|
_type = LAYER_NORMAL;
|
|
_collide = false;
|
|
}
|
|
bool load(const Common::Path &path, rapidxml::xml_node<char> *node);
|
|
};
|
|
} // End of namespace TMX
|
|
|
|
} // End of namespace Crab
|
|
|
|
#endif // CRAB_TMXLAYER_H
|