I load the map from a level file which are just numbers corresponding to a tile in the tilesheet.
Here is the level file
[Map]
0 1 0 0 0 0 0 0
0 0 20 0 0 0 0 0
0 0 0 40 0 0 0 0
0 0 0 0 63 0 0 0
0 0 0 0 0 79 0 0
0 0 0 0 0 0 0 0
And here is the code that interprets it
void LoadMap(const char *filename, std::vector< std::vector <int> > &map)
{
std::ifstream openfile(filename);
if(openfile.is_open())
{
std::string line, value;
int space;
while(!openfile.eof())
{
std::getline(openfile, line);
if(line.find("[TileSet]") != std::string::npos)
{
state = TileSet;
continue;
}
else if (line.find("[Map]") != std::string::npos)
{
state = Map;
continue;
}
switch(state)
{
case TileSet:
if(line.length() > 0)
tileSet = al_load_bitmap(line.c_str());
break;
case Map:
std::stringstream str(line);
std::vector<int> tempVector;
while(!str.eof())
{
std::getline(str, value, ' ');
if(value.length() > 0)
tempVector.push_back(atoi(value.c_str()));
}
map.push_back(tempVector);
break;
}
}
}
else
{
}
}
And this is how it looks https://i.sstatic.net/bPZSG.jpg
Ok so my Tilesheet is 1000 by 200 and it looks like this https://i.sstatic.net/Pp4JH.png
How would I make it wrap around to 20 or 40 when putting in 20 or 40 in the map file?
void DrawMap(std::vector <std::vector <int> > map)
{
for(int i, j = 0; i < map.size(); i ++)
{
for(j = 0; j < map[i].size(); j ++)
{
al_draw_bitmap_region(tileSet, map[i][j] * TileSizeX, 0, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL);
}
}
}
Also the TileSizeX and TileSizeY is 50
You need to calculate what cell of the tileset your target tile sits. You have the tileset index. Use a little math, based on the dimensions of the tileset, to determine the col and row of that tile.
//This is how many columns your tileset can have.
//You could even dynamically calculate this if you wanted.
static const int TILESET_COLCOUNT = 20;
void DrawMap(std::vector<std::vector<int> > map)
{
int mapRowCount = map.size();
for (int i = 0; i < mapRowCount; ++i)
{
int mapColCount = map[i].size();
for (int j = 0; j < mapColCount; ++j)
{
//This is your tileset index in your level map.
int tilesetIndex = map[i][j];
//The tileset row can be calculated by dividing the tileset index by the number of columns in a tileset row.
int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT);
//The tileset column can be calculated by retrieving the remainder of the modulus operation on the total number of columns in a row.
int tilesetCol = tilesetIndex % TILESET_COLCOUNT;
al_draw_bitmap_region(
tileSet, //The tileset
tilesetCol * TileSizeX, //multiply the tileset column by the size of a tile to get the source x
tilesetRow * TileSizeY, //multiply the tileset row by the size of a tile to get the source y
TileSizeX, //width
TileSizeY, //height
j * TileSizeX, //destination x
i * TileSizeX, //destination y
NULL //flags
);
}
}
}