-
Notifications
You must be signed in to change notification settings - Fork 0
/
CreateBackground.cpp
65 lines (53 loc) · 2.27 KB
/
CreateBackground.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
#include <SFML/Graphics.hpp>
#include "ZombieArena.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)
{
// 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;
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;
}