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230 lines
8.8 KiB
C++
230 lines
8.8 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCTMX_LAYER_H__
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#define __CCTMX_LAYER_H__
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#include "CCTMXObjectGroup.h"
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#include "base_nodes/CCAtlasNode.h"
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#include "sprite_nodes/CCSpriteBatchNode.h"
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#include "CCTMXXMLParser.h"
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NS_CC_BEGIN
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class CCTMXMapInfo;
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class CCTMXLayerInfo;
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class CCTMXTilesetInfo;
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struct _ccCArray;
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/**
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* @addtogroup tilemap_parallax_nodes
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* @{
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*/
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/** @brief CCTMXLayer represents the TMX layer.
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It is a subclass of CCSpriteBatchNode. By default the tiles are rendered using a CCTextureAtlas.
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If you modify a tile on runtime, then, that tile will become a CCSprite, otherwise no CCSprite objects are created.
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The benefits of using CCSprite objects as tiles are:
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- tiles (CCSprite) can be rotated/scaled/moved with a nice API
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If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative),
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then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth.
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On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value.
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Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be:
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glAlphaFunc( GL_GREATER, value )
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"value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer.
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The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different
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value, like 0.5.
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For further information, please see the programming guide:
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http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
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@since v0.8.1
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Tiles can have tile flags for additional properties. At the moment only flip horizontal and flip vertical are used. These bit flags are defined in CCTMXXMLParser.h.
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@since 1.1
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*/
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class CC_DLL CCTMXLayer : public CCSpriteBatchNode
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{
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GEODE_FRIEND_MODIFY
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/** size of the layer in tiles */
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CC_SYNTHESIZE_PASS_BY_REF(CCSize, m_tLayerSize, LayerSize);
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/** size of the map's tile (could be different from the tile's size) */
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CC_SYNTHESIZE_PASS_BY_REF(CCSize, m_tMapTileSize, MapTileSize);
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/** pointer to the map of tiles */
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CC_SYNTHESIZE(unsigned int*, m_pTiles, Tiles);
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/** Tileset information for the layer */
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CC_PROPERTY(CCTMXTilesetInfo*, m_pTileSet, TileSet);
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/** Layer orientation, which is the same as the map orientation */
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CC_SYNTHESIZE(unsigned int, m_uLayerOrientation, LayerOrientation);
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/** properties from the layer. They can be added using Tiled */
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CC_PROPERTY(CCDictionary*, m_pProperties, Properties);
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public:
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/**
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* @js ctor
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* @lua NA
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*/
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CCTMXLayer();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCTMXLayer();
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/** creates a CCTMXLayer with an tileset info, a layer info and a map info */
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static CCTMXLayer * create(CCTMXTilesetInfo *tilesetInfo, CCTMXLayerInfo *layerInfo, CCTMXMapInfo *mapInfo);
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/** initializes a CCTMXLayer with a tileset info, a layer info and a map info
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* @lua NA
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*/
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bool initWithTilesetInfo(CCTMXTilesetInfo *tilesetInfo, CCTMXLayerInfo *layerInfo, CCTMXMapInfo *mapInfo);
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/** dealloc the map that contains the tile position from memory.
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Unless you want to know at runtime the tiles positions, you can safely call this method.
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If you are going to call layer->tileGIDAt() then, don't release the map
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*/
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void releaseMap();
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/** returns the tile (CCSprite) at a given a tile coordinate.
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The returned CCSprite will be already added to the CCTMXLayer. Don't add it again.
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The CCSprite can be treated like any other CCSprite: rotated, scaled, translated, opacity, color, etc.
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You can remove either by calling:
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- layer->removeChild(sprite, cleanup);
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- or layer->removeTileAt(ccp(x,y));
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@js getTileGIDAt
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*/
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CCSprite* tileAt(const CCPoint& tileCoordinate);
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/** returns the tile gid at a given tile coordinate.
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if it returns 0, it means that the tile is empty.
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This method requires the the tile map has not been previously released (eg. don't call layer->releaseMap())
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@js tileGIDAt
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*/
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unsigned int tileGIDAt(const CCPoint& tileCoordinate);
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/** returns the tile gid at a given tile coordinate. It also returns the tile flags.
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This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])
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@js tileGIDAt
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@lua NA
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*/
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unsigned int tileGIDAt(const CCPoint& tileCoordinate, ccTMXTileFlags* flags);
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/** sets the tile gid (gid = tile global id) at a given tile coordinate.
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The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
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If a tile is already placed at that position, then it will be removed.
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*/
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void setTileGID(unsigned int gid, const CCPoint& tileCoordinate);
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/** sets the tile gid (gid = tile global id) at a given tile coordinate.
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The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
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If a tile is already placed at that position, then it will be removed.
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Use withFlags if the tile flags need to be changed as well
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*/
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void setTileGID(unsigned int gid, const CCPoint& tileCoordinate, ccTMXTileFlags flags);
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/** removes a tile at given tile coordinate */
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void removeTileAt(const CCPoint& tileCoordinate);
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/** returns the position in points of a given tile coordinate
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* @js getPositionAt
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*/
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CCPoint positionAt(const CCPoint& tileCoordinate);
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/** return the value for the specific property name
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* @js getProperty
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*/
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CCString *propertyNamed(const char *propertyName);
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/** Creates the tiles */
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void setupTiles();
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/** CCTMXLayer doesn't support adding a CCSprite manually.
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* @warning addchild(z, tag); is not supported on CCTMXLayer. Instead of setTileGID.
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* @lua NA
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*/
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virtual void addChild(CCNode * child, int zOrder, int tag);
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/** super method
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* @lua NA
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*/
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void removeChild(CCNode* child, bool cleanup);
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inline const char* getLayerName(){ return m_sLayerName.c_str(); }
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inline void setLayerName(const char *layerName){ m_sLayerName = layerName; }
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private:
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CCPoint positionForIsoAt(const CCPoint& pos);
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CCPoint positionForOrthoAt(const CCPoint& pos);
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CCPoint positionForHexAt(const CCPoint& pos);
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CCPoint calculateLayerOffset(const CCPoint& offset);
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/* optimization methods */
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CCSprite* appendTileForGID(unsigned int gid, const CCPoint& pos);
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CCSprite* insertTileForGID(unsigned int gid, const CCPoint& pos);
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CCSprite* updateTileForGID(unsigned int gid, const CCPoint& pos);
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/* The layer recognizes some special properties, like cc_vertez */
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void parseInternalProperties();
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void setupTileSprite(CCSprite* sprite, CCPoint pos, unsigned int gid);
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CCSprite* reusedTileWithRect(CCRect rect);
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int vertexZForPos(const CCPoint& pos);
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// index
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unsigned int atlasIndexForExistantZ(unsigned int z);
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unsigned int atlasIndexForNewZ(int z);
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protected:
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//! name of the layer
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gd::string m_sLayerName;
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//! TMX Layer supports opacity
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unsigned char m_cOpacity;
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unsigned int m_uMinGID;
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unsigned int m_uMaxGID;
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//! Only used when vertexZ is used
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int m_nVertexZvalue;
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bool m_bUseAutomaticVertexZ;
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//! used for optimization
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CCSprite *m_pReusedTile;
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ccCArray *m_pAtlasIndexArray;
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// used for retina display
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float m_fContentScaleFactor;
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};
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// end of tilemap_parallax_nodes group
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/// @}
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NS_CC_END
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#endif //__CCTMX_LAYER_H__
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