2D钻石(等距)地图编辑器 - 纹理无限扩展?

Mad*_*adz 5 c++ textures 2d isometric sfml

我目前正在开发2D等距地图编辑器.我显示包含点和纹理的实体(立方体,玩家).每个立方体由12个点组成(12个点,但由sfml(sf :: VertexArray)显示时处理为4个点的3个边).

(我知道我包含了一些'.cpp'时间,我的IDE(视觉工作室)有问题,我正试图解决它,请不要关心它.)

main.cpp中

#pragma once
#include "globalfunctions.h" //global functions + main headers + class headers

int main() {
    int mapSize = 0;
    int cubeSize = 0;

    cout << "Map size: "; cin >> mapSize; cout << endl;
    cout << "Cube size: "; cin >> cubeSize; cout << endl;

    int windowWidth = (mapSize * cubeSize) - (cubeSize * 2);
    int windowHeight = ((mapSize * cubeSize) - (cubeSize * 2)) / 2;

    renderWindow window(windowWidth, windowHeight, mapSize, cubeSize);
        int nbMaxTextures = 9;
        for (int t = 0; t < nbMaxTextures; t++) {
            window.loadTexture("test", t);
        }

    window.run();

    return EXIT_SUCCESS;
}
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globalfunctions.h

#pragma once
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <math.h>
//#include <sstream>
#include <vector>

using namespace std;

sf::Vector2u isometricToCartesian(int i, int j, int cubeSize) {
    sf::Vector2u carth;
        carth.x = (j - i) * (cubeSize / 2);
        carth.y = (j + i) * (cubeSize / 4);

    return carth;
}

sf::Vector2u cartesianToIsometric(int x, int y, int cubeSize) {//TODO
    sf::Vector2u iso;
        iso.x = 0;
        iso.y = 0;

    return iso;
}

#include "entity.h"
#include "renderWindow.h"
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renderWindow.h

#pragma once

class renderWindow {
    public:
        renderWindow(float WIDTH, float HEIGHT, int MAPSIZE, int CUBESIZE);
        void run();
        void loadTexture(sf::String folder, int numTexture);

        //SETTERS
        //...

        //GETTERS
        //...

    private:
        int mCurrentLayerID;
        int mMapSize;
        int mCubeSize;
        int mSelectedTexture;

        vector<entity> mMap;

        sf::RenderWindow mWindow;
        vector<sf::Texture> mTextures;
            sf::Texture mMemoryTexture;

        void processEvent();
        void update(sf::Time deltaTime);
        void render();

//CUBE ACTION-------------------------------------------
        void addCube(int layerID, float x, float y);
        entity& getCube(int ID);
        entity& getCubeAt(float x, float y);
        vector<sf::VertexArray> loadCube(int cubeID);//UPDATE DATA LIKE COORDINATES -> create/chnge the vertex
        void drawCube(int cubeID);//draw the vertex

        //VARIABLES
        vector<sf::VertexArray> verticesSide1;
        vector<sf::VertexArray> verticesSide2;
        vector<sf::VertexArray> verticesSide3;
//CUBE ACTION-------------------------------------------
};

#include "renderWindow.cpp"
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renderWindow.cpp

#pragma once

renderWindow::renderWindow(float WIDTH, float HEIGHT, int MAPSIZE, int CUBESIZE) : mWindow(sf::VideoMode(WIDTH, HEIGHT), "") {
    mMapSize = MAPSIZE;
    mCubeSize = CUBESIZE;

    mSelectedTexture = 6;

    mCurrentLayerID = -1;

    int x = 0;
    int y = 0;

    //default layer
    for (int j = 0; j < mMapSize; j++) {
        for (int i = 0; i < mMapSize; i++) {
            x = isometricToCartesian(i, j, mCubeSize).x;
            y = isometricToCartesian(i, j, mCubeSize).y;
            addCube(0, x, y);
        }
    }

    for (int c = 0; c < mMap.size(); c++) {
        verticesSide1.push_back(loadCube(c)[0]);
        verticesSide2.push_back(loadCube(c)[1]);
        verticesSide3.push_back(loadCube(c)[2]);

        //then only do that when something the cube's coordinate changed
    }
}

void renderWindow::run() {
    sf::Clock clock;
    sf::Time timeSinceLastUpdate = sf::Time::Zero;
    sf::Time TimePerFrame = sf::seconds(1.f / 60.f);

    while (mWindow.isOpen()) {
        processEvent();

        timeSinceLastUpdate += clock.restart();

        while (timeSinceLastUpdate > TimePerFrame) {
            timeSinceLastUpdate -= TimePerFrame;

            processEvent();
            update(TimePerFrame);
        }

        render();
    }
}

void renderWindow::loadTexture(sf::String folder, int numTexture) {
    if (mMemoryTexture.loadFromFile("textures/" + folder + "/" + to_string(numTexture) + ".jpg"))
        mTextures.push_back(mMemoryTexture);
    else
        cout << "Texture n°" << numTexture << " as failed to load." << endl;
}


//SETTERS
//...

//GETTERS
//...

//PRIVATE METHODE
void renderWindow::processEvent() {
    sf::Event event;

    while (mWindow.pollEvent(event)) {
        switch (event.type) {
        case sf::Event::Closed:
            mWindow.close();
            break;

        case sf::Event::KeyPressed:
            if (event.key.code == sf::Keyboard::Escape)
                mWindow.close();
            break;

        case sf::Event::MouseButtonPressed:
            if (event.MouseButtonPressed == sf::Mouse::Left)
                getCubeAt(event.mouseButton.x, event.mouseButton.y).setTexture(0, mSelectedTexture);//TEST
                getCubeAt(event.mouseButton.x, event.mouseButton.y).setTexture(1, mSelectedTexture + 1);//TEST
                getCubeAt(event.mouseButton.x, event.mouseButton.y).setTexture(2, mSelectedTexture + 2);//TEST
            break;

            /*case sf::Event::MouseMoved:
                cout << "(" << event.mouseMove.x << ", " << event.mouseMove.y << ")" << endl;
                break;*/
        }
    }
}

void renderWindow::update(sf::Time deltaTime) {
    //REMEMBER: distance = speed * time
    //MOVEMENT, ANIMATIONS ETC. ...
}

void renderWindow::render() {
    mWindow.clear();

    for (int c = 0; c < mMap.size(); c++) {
        drawCube(c);
    }

    mWindow.display();
}

//CUBE ACTION-------------------------------------------
void renderWindow::addCube(int layerID, float x, float y) {
    //Thoses make the code more readable:
        int half_cubeSize = mCubeSize / 2;
        int oneQuarter_cubeSize = mCubeSize / 4;
        int twoQuarter_cubeSize = oneQuarter_cubeSize * 2;
        int treeQuarter_cubeSize = oneQuarter_cubeSize * 3;

    mCurrentLayerID = layerID;

    entity dummy(mMap.size(), 0, layerID);
        dummy.addPoint(12);
        dummy.addTexture(6);
        dummy.addTexture(7);
        dummy.addTexture(8);
    //SIDE 1------------------------------------------------
        dummy.setPoint(0, x, y + oneQuarter_cubeSize);
        dummy.setPoint(1, x + half_cubeSize, y + twoQuarter_cubeSize);
        dummy.setPoint(2, x + half_cubeSize, y + mCubeSize);
        dummy.setPoint(3, x, y + treeQuarter_cubeSize);
    //SIDE 2------------------------------------------------
        dummy.setPoint(4, x + half_cubeSize, y + twoQuarter_cubeSize);
        dummy.setPoint(5, x + mCubeSize, y + oneQuarter_cubeSize);
        dummy.setPoint(6, x + mCubeSize, y + treeQuarter_cubeSize);
        dummy.setPoint(7, x + half_cubeSize, y + mCubeSize);
    //SIDE 3------------------------------------------------
        dummy.setPoint(8, x, y + oneQuarter_cubeSize);
        dummy.setPoint(9, x + half_cubeSize, y);
        dummy.setPoint(10, x + mCubeSize, y + oneQuarter_cubeSize);
        dummy.setPoint(11, x + half_cubeSize, y + twoQuarter_cubeSize);

    mMap.push_back(dummy);
}

entity& renderWindow::getCube(int ID) {
    for (int c = 0; c < mMap.size(); c++) {
        if (mMap[c].getID() == ID)
            return mMap[c];
    }
}

entity& renderWindow::getCubeAt(float x, float y) {//TO DO
    return entity(-1, 0, 0);
}

vector<sf::VertexArray> renderWindow::loadCube(int cubeID) {
    vector<sf::VertexArray> vertices;
    vertices.push_back(sf::VertexArray());
    vertices.push_back(sf::VertexArray());
    vertices.push_back(sf::VertexArray());

    vertices[0].setPrimitiveType(sf::Quads);
    vertices[0].resize(4);

    vertices[1].setPrimitiveType(sf::Quads);
    vertices[1].resize(4);

    vertices[2].setPrimitiveType(sf::Quads);
    vertices[2].resize(4);

    sf::Vector2f tv0 = sf::Vector2f(0, 0);
    sf::Vector2f tv1 = sf::Vector2f(mCubeSize, 0);
    sf::Vector2f tv2 = sf::Vector2f(mCubeSize, mCubeSize);
    sf::Vector2f tv3 = sf::Vector2f(0, mCubeSize);

    sf::Vector2f v0 = sf::Vector2f(getCube(cubeID).getPoint(0, 0), getCube(cubeID).getPoint(0, 1));
    sf::Vector2f v1 = sf::Vector2f(getCube(cubeID).getPoint(1, 0), getCube(cubeID).getPoint(1, 1));
    sf::Vector2f v2 = sf::Vector2f(getCube(cubeID).getPoint(2, 0), getCube(cubeID).getPoint(2, 1));
    sf::Vector2f v3 = sf::Vector2f(getCube(cubeID).getPoint(3, 0), getCube(cubeID).getPoint(3, 1));

    sf::Vector2f v4 = sf::Vector2f(getCube(cubeID).getPoint(4, 0), getCube(cubeID).getPoint(4, 1));
    sf::Vector2f v5 = sf::Vector2f(getCube(cubeID).getPoint(5, 0), getCube(cubeID).getPoint(5, 1));
    sf::Vector2f v6 = sf::Vector2f(getCube(cubeID).getPoint(6, 0), getCube(cubeID).getPoint(6, 1));
    sf::Vector2f v7 = sf::Vector2f(getCube(cubeID).getPoint(7, 0), getCube(cubeID).getPoint(7, 1));

    sf::Vector2f v8 = sf::Vector2f(getCube(cubeID).getPoint(8, 0), getCube(cubeID).getPoint(8, 1));
    sf::Vector2f v9 = sf::Vector2f(getCube(cubeID).getPoint(9, 0), getCube(cubeID).getPoint(9, 1));
    sf::Vector2f v10 = sf::Vector2f(getCube(cubeID).getPoint(10, 0), getCube(cubeID).getPoint(10, 1));
    sf::Vector2f v11 = sf::Vector2f(getCube(cubeID).getPoint(11, 0), getCube(cubeID).getPoint(11, 1));

    vertices[0][0] = sf::Vertex(v0, tv0);
    vertices[0][1] = sf::Vertex(v1, tv1);
    vertices[0][2] = sf::Vertex(v2, tv2);
    vertices[0][3] = sf::Vertex(v3, tv3);

    vertices[1][0] = sf::Vertex(v4, tv0);
    vertices[1][1] = sf::Vertex(v5, tv1);
    vertices[1][2] = sf::Vertex(v6, tv2);
    vertices[1][3] = sf::Vertex(v7, tv3);

    vertices[2][0] = sf::Vertex(v8, tv0);
    vertices[2][1] = sf::Vertex(v9, tv1);
    vertices[2][2] = sf::Vertex(v10, tv2);
    vertices[2][3] = sf::Vertex(v11, tv3);

    return vertices;
}

void renderWindow::drawCube(int cubeID) {
    mWindow.draw(verticesSide1[cubeID], &mTextures[getCube(cubeID).getTexture(0)]);
    mWindow.draw(verticesSide2[cubeID], &mTextures[getCube(cubeID).getTexture(1)]);
    mWindow.draw(verticesSide3[cubeID], &mTextures[getCube(cubeID).getTexture(2)]);
}

//CUBE ACTION-------------------------------------------
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entity.h

    #pragma once

    class entity {
    public:
        entity();
        entity(int id, int type, int numlayer);
        void addPoint(int nbPoints);
        void addTexture(int numTexture);

        //SETTERS
        void setPoint(int numPoint, float x, float y);
        void setTexture(int textureID, int numTexture);

        //GETTERS
        int getID();
        float getPoint(int numPoint, int numIndex);//if numIndex = 0 -> x || if numIndex = 1 -> y
        int getType();
        int getNumLayer();
        int getTexture(int numTexture);

    private:
        int mID;
        int mType;
        int mNumLayer;
        vector<sf::Vector2u> mPoints;
        vector<int> mTextures;
    };

    #include "entity.cpp"
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entity.cpp

#pragma once

entity::entity() {
    mID = 0;
    mType = -1;
    mNumLayer = 0;
}

entity::entity(int id, int type, int numlayer) {
    mID = id;
    mType = type;
    mNumLayer = numlayer;
}

void entity::addPoint(int nbPoints) {
    mPoints.clear();

    int newSize = 0;
    for (int p = 0; p < nbPoints; p++) {
        newSize++;
    }

    mPoints = vector<sf::Vector2u>(newSize);
}

void entity::addTexture(int numTexture) {
    mTextures.push_back(numTexture);
}

//SETTERS
void entity::setPoint(int numPoint, float x, float y) {
    mPoints[numPoint].x = x;
    mPoints[numPoint].y = y;
}

void entity::setTexture(int textureID, int numTexture) {
    mTextures[textureID] = numTexture;
}

//GETTERS
int entity::getID() {
    return mID;
}

float entity::getPoint(int numPoint, int numIndex) {
    if (numIndex == 0)
        return mPoints[numPoint].x;
    else
        return mPoints[numPoint].y;
}

int entity::getType() {
    return mType;
}

int entity::getNumLayer() {
    return mNumLayer;
}

int entity::getTexture(int numTexture) {
    return mTextures[numTexture];
}
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我已经做了很多测试,所以我现在不会发布它们,但如果你有任何疑问,请随时提出.

这是标题中描述的问题:

在此输入图像描述

在这里,只显示一个面的屏幕(代码中的顺序相同):

仅显示第1面

仅显示第2面

仅显示第3面

我唯一不理解的是,如果手动输入坐标,单独显示的立方体可以完美地工作.即使是扩展的.但坐标式是确定...(I注意到立方体N°50,用于15×15一个地图64×64立方体显示矩形的宽度"无限")如果纹理延伸(可能到无穷大),它表明坐标在某处不断增加?那么,为什么立方体仍然放置得很好?

这是资产(64*64 png): 在此输入图像描述在此输入图像描述在此输入图像描述 目录:纹理/测试/

Spe*_*tre 3

这并不是真正的答案(因为代码无论如何都会被重写),所以对新代码的提示很少(其中一些已经在注释中提到)。

  1. 瓷砖集

    在最终的等距引擎中使用精灵。它们速度更快并且支持像素艺术。出于我的目的,我使用这两个免费使用的图块集的编译(64x64):

    两者是兼容的。我编译并编辑了它们以满足我的引擎的需求。这就是我使用的(仍在进行中):

    我的图块集

    白色0x00FFFFFF意味着透明。精灵还不够。我添加了有关瓷砖高度和旋转的信息。

    如果您从左上角看到前 4 个图块,它们都是旋转 90 度的同一物体。所以我所有的图块都有 4 个图块的索引(90 度旋转)int rot[4]。这样我就可以旋转整个地图或只是查看。我编译该集合,以便旋转彼此相邻。有 3 个选项:

    • tile[ix].rot[]={ ix,ix,ix,ix };ix不旋转的瓷砖在哪里(地面)
    • tile[ix].rot[]={ ix,ix+1,ix,ix+1 };哪里ix是带有旋转的瓷砖2(那 2 个瓷砖,中间有一块砍伐的树)
    • tile[ix].rot[]={ ix,ix+1,ix+2,ix+3 };ix带有旋转的图块在哪里4(如第一个图块)

    索引仅对第一个图块有效,其他图块使整个rot[]数组从邻居旋转 1 个值。有些旋转是不可见的(参见宽树),但瓷砖仍然存在以允许旋转。

    图块高度对于编辑时放置图块以及自动生成地图非常重要。

    瓷砖集信息

    我计划还为每个图块添加A*地图,以便我可以使用路径查找或计算水流等。

  2. 地图编辑器

    我更喜欢3D地图。使用更大的分辨率时,您需要正确选择查看区域以最大限度地提高性能。另外一个好主意是创建空心地下,以便渲染速度更快(这也可以在渲染过程中虚拟完成,无需更新地图)。

    我建议对这些功能进行编码:

    • 使地面空心
    • 使地面坚固
    • 随机地形(菱形和方形)
    • 过滤掉小孔和光滑边缘(将斜坡瓷砖添加到立方体瓷砖上)
  3. 平铺编辑器

    除了明显的绘画编辑器之外,您还应该添加其他功能,例如:

    1. 地板<->天花板
    2. 左右<->
    3. 前后<->
    4. 将大精灵分成规则的图块
    5. 复制/合并/粘贴
    6. <->左右后视镜操作后调整照明

    它们在编译/编辑图块集资源时非常方便。正如您所看到的,我的图块集中有许多图块不存在于源图块集中。它们是通过这些功能+一些小的绘画编辑创建的...图块集底部的彩色蒙版用于遮盖并正确组合图块的部分以创建缺失的部分...(您可以采用一侧形式瓷砖和其他来自其他...)

    平铺操作

[笔记]

有关更多信息/想法,请查看一些相关的问答