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MapPainter.cpp
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67 lines (57 loc) · 2.06 KB
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#include "MapPainter.hpp"
Sprite MapPainter::getSprite(Tile* t){
auto biomeType = t->getBiomeType();
return getSpriteForBiomeType(biomeType);
}
Sprite MapPainter::getSpriteForBiomeType(BiomeType biomeType){
if(biomeType == BiomeType::TROPICAL_FOREST_BROADLEAF_MOIST)
return assets.getAsset(MapAsset::RAINFOREST);
else if(biomeType == BiomeType::TEMPERATE_FOREST_BROADLEAF ||
biomeType == BiomeType::TROPICAL_FOREST_BROADLEAF_DRY)
return assets.getAsset(MapAsset::DECIDUOUS_FOREST);
else if (biomeType == BiomeType::TEMPERATE_FOREST_CONIFER ||
biomeType == BiomeType::TROPICAL_FOREST_CONIFER ||
biomeType == BiomeType::TAIGA)
return assets.getAsset(MapAsset::CONFIEROUS_FOREST);
else if (biomeType == BiomeType::OCEAN)
return assets.getAsset(MapAsset::SEA);
else if (biomeType == BiomeType::MOUNTAIN)
return assets.getAsset(MapAsset::MOUNTAIN);
else if(biomeType == BiomeType::TROPICAL_GRASSLAND ||
biomeType == BiomeType::TEMPERATE_GRASSLAND)
return assets.getAsset(MapAsset::GRASSLAND);
else if(biomeType == BiomeType::DESERT)
return assets.getAsset(MapAsset::DESERT);
else if (biomeType == BiomeType::WETLAND)
return assets.getAsset(MapAsset::WETLAND);
else if (biomeType == BiomeType::TUNDRA)
return assets.getAsset(MapAsset::TUNDRA);
return assets.getAsset(MapAsset::SAVANNA);
}
Sprite MapPainter::getSprite(Tile* t, Pair p){
auto biomeType = t->getBiomeType(p);
return getSpriteForBiomeType(biomeType);
}
SDL_Texture* MapPainter::getTemp(int w, int h){
return SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
}
void MapPainter::loadAssets(){
assets.loadAssets(renderer);
}
void MapPainter::loadFonts(){
assets.loadFonts(renderer);
}
void MapPainter::getTextSize(std::string text, int& x, int& y){
assets.getTextSize(text, x, y);
}
void MapPainter::setRenderer(SDL_Renderer* r){
renderer = r;
}
void MapPainter::init(){
loadFonts();
loadAssets();
assets.processMainMapAssets(mainMapTileSize);
}
Sprite MapPainter::getSprite(char c){
return assets.getFont(c);
}