#include <map>
#include <string>
#include "AssetTypes.hpp"
#include "CharacterReader.hpp"
#include "ObjectReader.hpp"
Go to the source code of this file.
◆ createAreaBlendMap()
| ImageData createAreaBlendMap |
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const std::vector< std::vector< int >> & |
mapTexturePositionMatrix, |
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int |
rowOffset, |
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int |
columnOffset |
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) |
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Creates a blend map for one area. Blend map shows which texture is used on each tile.
- Note
- Supports only 5 different textures per area
- Parameters
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| mapTexturePositionMatrix | Matrix of texture positions with the corresponding texture id |
| rowOffset | Areas row offset in the mapTexturePositionMatrix |
| columnOffset | Areas column offset in the mapTexturePositionMatrix |
- Returns
- Blend map image data
◆ loadCharacterTextures()
Reads all the character's textures into a map (key=filename, value=ImageData)
- Parameters
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- Returns
- Map of texture filename and its corresponding ImageData
◆ loadDefaultTexture()
Loads default texture into memory.
- Returns
- ImageData of the default texture
◆ loadItemTextures()
Reads all the item object textures and item icons into a map (key=filename, value=ImageData)
- Parameters
-
- Returns
- Map of texture filename and corresponding ImageData
◆ loadMapTexturePositions()
| std::vector<std::vector<int> > loadMapTexturePositions |
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| ) |
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Loads map texture positions. E.g. which tile contains which texture.
- Returns
- Matrix of texture positions. Position is indicated by the row and column. The texture id on that position is the cell value.
◆ loadMapTextures()
Reads all different the map texture files.
- Returns
- Map of textures (key=textureId, value=ImageData)
◆ loadObjectTextures()
Reads all the object's textures + character textures into a map (key=filename, value=ImageData)
- Parameters
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- Returns
- Map of texture filename and its corresponding ImageData