Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
SDL Game Development

You're reading from  SDL Game Development

Product type Book
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696821
Pages 256 pages
Edition 1st Edition
Languages
Author (1):
Shaun Mitchell Shaun Mitchell
Profile icon Shaun Mitchell

Parsing and drawing a tile map


Now that we are relatively familiar with creating tile maps in the Tiled application we will move on to parsing them and drawing them in our game. We are going to create quite a few new classes starting with a class called Level that will hold our tilesets and also draw and update our separate layers. Let's go ahead and create Level.h in our project and add the following code:

class Level
{
  public:

  Level();
  ~Level() {}

  void update();
  void render();
};

We will also define a struct at the top of this file called Tileset:

struct Tileset
{
  int firstGridID;
  int tileWidth;
  int tileHeight;
  int spacing;
  int margin;
  int width;
  int height;
  int numColumns;
  std::string name;
};

This struct holds any information we need to know about our tilesets. Our Level class will now also hold a vector of Tileset objects:

private:

  std::vector<Tileset> m_tilesets;

Next we will create a public getter function that returns a pointer to this Tileset vector...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}