【发布时间】:2017-09-10 22:07:57
【问题描述】:
我正在研究 sfml Vertex Array 函数。根据本教程,我已经了解了一个基本实现,我想添加它。不幸的是,我在 OOP 方面相对较新,希望能对此有所帮助。 输出使用精灵网格生成棋盘状图案。
我的目标是使用寻路算法(递归 bactracker)连接网格地板砖以生成路径。
这部分的其余部分在 main.cpp 中实例化:
//load the texture for our background vertex array
Texture textureBackground;
textureBackground.loadFromFile("graphics/background_sheet.png");
在游戏循环中作为:
//pass the vertex array by reference to the createBackground function
int tileSize = createBackground(background, arena);
最后在抽奖场景中:
window.draw(background, &textureBackground);
#include "stdafx.h"
#include <SFML/Graphics.hpp>
#include "zArena.h"
int createBackground(VertexArray& rVA, IntRect arena)
{
// Anything we do to rVA we are actually doing to background (in the main function)
// How big is each tile/texture
const int TILE_SIZE = 50;
const int TILE_TYPES = 3;
const int VERTS_IN_QUAD = 4;
int worldWidth = arena.width / TILE_SIZE;
int worldHeight = arena.height / TILE_SIZE;
// What type of primitive are we using?
rVA.setPrimitiveType(Quads);
// Set the size of the vertex array
rVA.resize(worldWidth * worldHeight * VERTS_IN_QUAD);
// Start at the beginning of the vertex array
int currentVertex = 0;
for (int w = 0; w < worldWidth; w++)
{
for (int h = 0; h < worldHeight; h++)
{
// Position each vertex in the current quad
rVA[currentVertex + 0].position = Vector2f(w * TILE_SIZE, h * TILE_SIZE);
rVA[currentVertex + 1].position = Vector2f((w * TILE_SIZE) + TILE_SIZE, h * TILE_SIZE);
rVA[currentVertex + 2].position = Vector2f((w * TILE_SIZE) + TILE_SIZE, (h * TILE_SIZE) + TILE_SIZE);
rVA[currentVertex + 3].position = Vector2f((w * TILE_SIZE), (h * TILE_SIZE) + TILE_SIZE);
// Define the position in the Texture to draw for current quad
// Either mud, stone, grass or wall
//if (h == 0 || h == worldHeight - 1 || w == 0 || w == worldWidth - 1)
if ((h % 2 !=0)&& (w % 2 != 0))
{
// Use the wall texture
rVA[currentVertex + 0].texCoords = Vector2f(0, 0 + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 1].texCoords = Vector2f(TILE_SIZE, 0 + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 2].texCoords = Vector2f(TILE_SIZE, TILE_SIZE + TILE_TYPES * TILE_SIZE);
rVA[currentVertex + 3].texCoords = Vector2f(0, TILE_SIZE + TILE_TYPES * TILE_SIZE);
}
else
{
// Use a random floor texture
srand((int)time(0) + h * w - h);
int mOrG = (rand() % TILE_TYPES);
int verticalOffset = mOrG * TILE_SIZE;
//int verticalOffset = 0;
rVA[currentVertex + 0].texCoords = Vector2f(0, 0 + verticalOffset);
rVA[currentVertex + 1].texCoords = Vector2f(TILE_SIZE, 0 + verticalOffset);
rVA[currentVertex + 2].texCoords = Vector2f(TILE_SIZE, TILE_SIZE + verticalOffset);
rVA[currentVertex + 3].texCoords = Vector2f(0, TILE_SIZE + verticalOffset);
}
// Position ready for the next for vertices
currentVertex = currentVertex + VERTS_IN_QUAD;
}
}
return TILE_SIZE;
}
【问题讨论】:
-
你不应该混合逻辑和渲染部分。因此,顶点数组应该与路径算法的工作方式无关。
-
我对这个库比较陌生,因此我尽我所知使用该库。所以现在我正在寻找我的方法的替代方案。我的问题是我正在努力以满足这些组件的方式构建图块引擎。任何指针将不胜感激。