#include "Level.h" #include #include #include "Monster.h" #include "Pickup.h" #include "Hazard.h" #include "Platform.h" Level::Level() { std::cout << "Level::Level(): Level created.\n"; } void Level::changeLevel(int levelNo) { std::cout << "Level::changeLevel(): Loading level " << levelNo << ".\n"; // Creating some objects for fun/demonstration purposes Monster monster1; Pickup pickup1; Hazard hazard1; Platform platform1; // Placing the player for fun/demonstration purposes player.setX(0); player.setY(0); // Checking where the player is for fun/demonstration purposes std::cout << "Level::changeLevel(): player is at " << player.getX() << ", " << player.getY() << ".\n"; // Load background image if (!(background = loadImage("space.png"))) std::cout << "Level::changeLevel: Error loading background image.\n"; // Make player into a Marcus player.setImage("marcussheet.png"); player.setClip(ORIENT_FRONT, MARCUS_WIDTH * 0, 0, MARCUS_WIDTH, MARCUS_HEIGHT); player.setClip(ORIENT_BACK, MARCUS_WIDTH * 1, 0, MARCUS_WIDTH, MARCUS_HEIGHT); player.setClip(ORIENT_RIGHT, MARCUS_WIDTH * 2, 0, MARCUS_WIDTH, MARCUS_HEIGHT); player.setClip(ORIENT_LEFT, MARCUS_WIDTH * 3, 0, MARCUS_WIDTH, MARCUS_HEIGHT); // Read the map file (all level/player init should be done here, not above) loadMap(levelNo); cameraX = 0; } void Level::move() { int newX, newY; // Apply gravity player.incYVel(GRAVITY); // Player x-axis movement newX = player.getX() + player.getXVel(); // Don't let player go off either end of the screen if (newX >= 0 && newX <= SCREEN_WIDTH - MARCUS_WIDTH) { player.setX(newX); } // Player y-axis movement newY = player.getY() + player.getYVel(); // Don't let player fall below bottom of screen if (newY <= SCREEN_HEIGHT - MARCUS_HEIGHT) { player.setY(newY); } else { // If player was going to fall off, fit snugly to edge while (newY > SCREEN_HEIGHT - MARCUS_HEIGHT) { newY--; } player.setY(newY); // Reset velocity player.setYVel(0); } player.orient(); } void Level::draw(Screen *screen) { // Blit background screen->blit(0, 0, background); screen->blit(player.getX(), player.getY(), player.image, player.getClip()); // Scroll level if (player.getX() == 0 || player.getX() >= SCREEN_WIDTH - MARCUS_WIDTH - 10) { if (player.getXVel() < 0 || player.getXVel() > 0) cameraX -= player.getXVel(); } // Don't let the camera move to before the start of the level if (cameraX > 0) cameraX = 0; // Draw each platform... for (int i = 0; i < numPlatforms; i++) { // ...if it is visible if (platform[i].getX() + TILE_SIZE + cameraX >= 0 && platform[i].getX() + cameraX <= SCREEN_WIDTH) { screen->blit(platform[i].getX() + cameraX, platform[i].getY(), platform[0].image, platform[i].getClip()); } } } void Level::loadMap(int LevelNo) { numPlatforms = 0; // TODO: Let each Platform have a reference a single tiles image platform[0].setImage("tiles.png"); // Open map file std::ifstream map("level01.map"); if (!map) std::cout << "map is NULL.\n"; // Read each tile... for (int i = 0; i < MAP_X * MAP_Y; i++) { int type = -1; map >> type; if (map.fail()) { std::cout << "map.fail().\n"; } // ...and register it as a platform if it's a platform if (type == 1 || type == 2) { // Set x/y-coordinates platform[numPlatforms].setX((i % MAP_X) * TILE_SIZE); platform[numPlatforms].setY((i / MAP_X) * TILE_SIZE); // Set the correct sprite sheet clip platform[numPlatforms].setClip(0, TILE_SIZE * (type - 1), 0, TILE_SIZE, TILE_SIZE); numPlatforms++; } } // Close map file map.close(); }