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collision_tilemap.cpp
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#include "collision_tilemap.h"
#include <iostream>
#include <fstream>
#include <cstdint>
#include "tilemap.h"
using namespace std;
void CollisionTilemap::writeFile(const std::string &filename, const std::string &layername, const int &disable_paloffset, const int &use_header) const
{
Layer *layer = tilemap->Layers()[std::string(layername)];
if(!layer)
{
throw CollisionTilemapFileException("Could not find layer");
}
ofstream file;
file.open(filename, ios::out | ios::binary);
uint32_t width = layer->Width();
uint32_t height = layer->Height();
// TODO: Decide if these checks are even necessary for collision maps
if(width != 32 && width != 64 && width != 64 && width != 128 && width != 256)
{
throw CollisionTilemapFileException( "Collision maps must be 32/64/128/256 tiles wide");
}
if(height != 32 && height != 64 && height != 64 && height != 128 && height != 256) {
throw CollisionTilemapFileException( "Collision maps must be 32/64/128/256 tiles high");
}
if(use_header) {
// write out 2 byte header
file << (uint8_t)0 << (uint8_t)0;
}
for (uint32_t y = 0; y < height; ++y) {
for (uint32_t x = 0; x < width; ++x) {
const int index = (y * width) + x;
const uint32_t rawTile = layer->Data()[index];
int firstgid = 1;
// determine firstgid
for(auto tileset : tilemap->Tilesets())
{
// the set of tilesets are sorted, so we only have to check if
// it's greater than
if(rawTile >= tileset->FirstGid())
{
firstgid = tileset->FirstGid();
}
}
// if the raw tile is 0, write 0
if(rawTile == 0)
{
file << (uint8_t)0;
continue;
}
// make 0 based
uint8_t tileId = rawTile - firstgid;
// no tile
if(tileId == 0)
{
file << (uint8_t)0;
continue;
}
// write the byte out
file << (uint8_t) tileId;
}
}
}