Code
This document outlines the integration of legacy GLEED2D code into the oglr
project.
Legacy GLEED2D Integration
The oglr
project incorporates elements from the previous GLEED2D project, particularly in the area of map loading and tile-based rendering.
1. src/main.cpp
This file is the entry point for the application and demonstrates the integration of GLEED2D code. It includes:
main()
function: initializes the application, loads a map from a file (presumably a GLEED2D map file), and starts the rendering loop.loadLevel
function: utilizes the GLEED2D library to load a map from a file and creates aLevel
object. The function creates tile entities and sprite entities from the loaded map data.
Example:
// src/main.cpp
Level *level = loadLevel("path/to/map.xml");
// ...
Source:
2. src/Level.cpp
- The
Level
class represents a game level loaded from a map file. - It contains methods for managing and rendering tiles, sprite entities, and other game objects.
- The
Level
constructor utilizes data loaded from the GLEED2D map file to initialize the level.
Example:
// src/Level.cpp
// Constructor for the Level class, which takes data from the GLEED2D map file.
Level::Level(const std::string &mapPath, const std::string &pathToSpriteSheet) {
// Load the map data from the file using the GLEED2D library
loadMapData(mapPath);
// ...
}
// Function to load the map data
void Level::loadMapData(const std::string &mapPath) {
// Load map data from the file using the GLEED2D library
// ...
}
Source:
3. src/Tile.cpp
- The
Tile
class represents a single tile in a level. - It contains information about the tile’s texture, position, and other relevant properties.
Example:
// src/Tile.cpp
Tile::Tile(glm::vec2 position, int textureId) : m_position(position), m_textureId(textureId) {
// Initialize tile properties.
// ...
}
void Tile::render() {
// Render the tile using the appropriate texture and position.
// ...
}
Source:
4. src/SpriteEntity.cpp
- The
SpriteEntity
class represents a sprite entity within a level. - It manages the sprite’s texture, animation, position, and other relevant properties.
Example:
// src/SpriteEntity.cpp
SpriteEntity::SpriteEntity(glm::vec2 position, int textureId, int animationId) :
m_position(position), m_textureId(textureId), m_animationId(animationId) {
// Initialize sprite properties.
// ...
}
void SpriteEntity::render() {
// Render the sprite using the appropriate texture, animation, and position.
// ...
}
Source:
5. src/gleed/
- The
gleed/
directory contains code specific to the GLEED2D library. - This code handles loading and parsing map files created using GLEED2D.
- It likely includes classes like
Map
,Layer
,Object
, etc., which are used to represent the map data and its elements.
Example:
- This directory might contain files like
MapLoader.cpp
,Layer.cpp
,Object.cpp
, etc., which are specific to the GLEED2D library.
Source:
Integration:
The integration of GLEED2D code primarily revolves around the Level
class and its dependencies. The Level
class loads a map file from a specified path, extracting tile data, sprite data, and potentially other relevant information. This data is then used to create tile and sprite entities, which are managed and rendered by the Level
class.
Note: The integration with GLEED2D is based on the assumptions about the library’s functionality and the format of its map files. If modifications are made to either GLEED2D or the map format, the integration code might require adjustments.