HI. I m trying to learn creating tilemap with vertex array. I found a code from a tutorial but i didnt understand completely this code:
class TileMap : public sf::Drawable, public sf::Transformable
{
public:
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
// load the tileset texture
if (!m_tileset.loadFromFile(tileset))
return false;
// resize the vertex array to fit the level size
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
// populate the vertex array, with one quad per tile
for (unsigned int i = 0; i < width; ++i)
for (unsigned int j = 0; j < height; ++j)
{
// get the current tile number
int tileNumber = tiles[i + j * width];
// find its position in the tileset texture
int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
// get a pointer to the current tile's quad
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
// define its 4 corners
quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
// define its 4 texture coordinates
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
quad[0].color = sf::Color(shadow, shadow, shadow, 255);
quad[1].color = sf::Color(shadow, shadow, shadow, 255);
quad[2].color = sf::Color(shadow, shadow, shadow, 255);
quad[3].color = sf::Color(shadow, shadow, shadow, 255);
}
return true;
}
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// apply the transform
states.transform *= getTransform();
// apply the tileset texture
states.texture = &m_tileset;
// draw the vertex array
target.draw(m_vertices, states);
}
sf::VertexArray m_vertices;
sf::Texture m_tileset;
};
int main()
{
// create the tilemap from the level definition
TileMap tilemap;
if (!tilemap.load("tilemap.png", sf::Vector2u(100, 100), level, 100, 100))
return -1;
//drawing tilemap
window.draw(tilemap);
}
My question is how could i update only 1 tile or all tiles? For exaple i will detect collision between tiles and player characters. Or i would like to change tile colors etc.
If you can explain with minimal example code then i will appreciate for that. Thanks for all answers.