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TileFactory.cpp
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53 lines (51 loc) · 2.24 KB
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#include "TileFactory.h"
#include "Tile.h"
#include "BoxCollider.h"
using namespace Tmpl8;
Tile TileFactory::getTile(Tile::Terrains_t terrain, Tile::Objects_t object)
{
// Tile(int ox, int oy, int cx, int cy, int dx, int dy, Objects_t object,
// Terrains_t terrain, int tile_width=TILE, int tile_height=TILE);
switch (object)
{
// Objects
case Tile::Objects_t::None:
return Tile(0, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain);
case Tile::Objects_t::Tree:
return Tile(0, 1, BoxCollider(vec2(11, 18), vec2(20, 26)), object, terrain);
case Tile::Objects_t::Rock:
return Tile(2, 1, BoxCollider(vec2(5, 16), vec2(26, 29)), object, terrain);
case Tile::Objects_t::Bush:
return Tile(1, 1, BoxCollider(vec2(6, 16), vec2(27, 29)), object, terrain);
case Tile::Objects_t::Log:
return Tile(3, 0, BoxCollider(vec2(3, 14), vec2(30, 24)), object, terrain);
// Not used yet
case Tile::Objects_t::Sign:
return Tile(2, 0, BoxCollider(vec2(15, 24), vec2(17, 26)), object, terrain);
// Not randomly generated. Used for correct drawing of trees
case Tile::Objects_t::TwoTrees:
return Tile(1, 0, BoxCollider(vec2(11, 18), vec2(20, 26)), object, terrain);
case Tile::Objects_t::TopOfTree:
return Tile(0, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain);
// Powerups
case Tile::Objects_t::Heart:
return Tile(5, 2, BoxCollider(vec2(2, 2), vec2(30, 30)), object, terrain);
case Tile::Objects_t::Shield:
return Tile(6, 2, BoxCollider(vec2(2, 0), vec2(30, 32)), object, terrain);
// Flags
case Tile::Objects_t::BlueFlag:
return Tile(6, 0, BoxCollider(vec2(6, 43), vec2(26, 52)), object, terrain, TILE, 2 * TILE);
case Tile::Objects_t::RedFlag:
return Tile(8, 0, BoxCollider(vec2(6, 43), vec2(26, 52)), object, terrain, TILE, 2 * TILE);
// Border trees
case Tile::Objects_t::Pine1:
return Tile(10, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain, TILE, 2 * TILE);
case Tile::Objects_t::Pine2:
return Tile(11, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain, 38, 2 * TILE);
case Tile::Objects_t::WinterTree:
return Tile(13, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain, 42, 2 * TILE);
default:
// Undefined
return Tile(0, 0, BoxCollider(vec2(-1, -1), vec2(-1, -1)), object, terrain);
}
}