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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
// map größe
const unsigned int map_breite = 20;
const unsigned int map_hoehe = 10;
// tile größe
const unsigned int tile_breite = 40;
const unsigned int tile_hoehe = 40;
// beschreibt die Anzahl der Sprites,
// die in der Map verwendet werden
const unsigned int sprite_anzahl = 7;
// die map
unsigned int tilemap[map_hoehe][map_breite] =
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 4, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 3, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 1,
1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
int main()
{
// Create main window
sf::RenderWindow App(sf::VideoMode(800, 400), "SFML Fonts");
// Sprites erstellen
sf::Image map_sprites[7];
// Grafiken laden
map_sprites[0].LoadFromFile("Data/Texturen/boden.bmp");
map_sprites[1].LoadFromFile("Data/Texturen/wand.bmp");
map_sprites[2].LoadFromFile("Data/Texturen/kerkertuer.bmp");
map_sprites[3].LoadFromFile("Data/Texturen/zellentuer.bmp");
map_sprites[4].LoadFromFile("Data/Texturen/schatz.bmp");
map_sprites[5].LoadFromFile("Data/Texturen/monster.bmp");
map_sprites[6].LoadFromFile("Data/Texturen/held.bmp");
sf::Sprite Sprite[7];
for ( int i=0; i >= 6; i++)
{
Sprite[i].SetImage(map_sprites[i]);
Sprite[i].GetSize ();
}
App.Clear ();
// map zeichnen
// alle spalten durchlaufen
for( int i = 0; i < map_hoehe; i++)
{
// alle zeilen durchlaufen
for( int j = 0; j < map_breite; j++)
{
int Spritte = tilemap [i][j];
// boden zeichnen
Sprite[tilemap[i][j]].SetPosition(j*tile_breite, i*tile_hoehe);
App.Draw (Sprite[Spritte]);
App.Display ();
}
}
while (App.IsOpened())
{
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
}
}
return EXIT_SUCCESS;
}
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