Cpp:Building A Simple Tile Engine:Part 3

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[edit] Part 3: Creating tiles

I haven't got the time to finish this article right now, so until I have here's a stub box for you to look at:

This article is a stub. You can help out by expanding it.


[edit] File: Tile.h

#ifndef TILE_H
#define TILE_H
 
#include "Entity.h"
 
/** Tile entity */
class CTile: public CEntity
{
public:
	CTile();
	virtual ~CTile();
 
	virtual void			VThink		( const int& iElapsedTime );
	virtual void			VRender		( SDL_Surface* pDestSurface	);
 
	virtual bool			VLoad		( TiXmlElement* pXMLData );
	virtual TiXmlElement	VGetSaveData();
};
 
#endif // TILE_H

[edit] File: Tile.cpp

#include "Tile.h"
 
CTile::CTile()
{
 
}
 
CTile::~CTile()
{
 
}
 
bool CTile::VLoad( TiXmlElement* pXMLData )
{
	CEntity::VLoad( pXMLData );
 
	int iTileX = atoi( pXMLData->Attribute( "x" ) );
	int iTileY = atoi( pXMLData->Attribute( "y" ) );
	SetTile( iTileX, iTileY );
 
	return true;
}
 
TiXmlElement CTile::VGetSaveData()
{
	TiXmlElement Tile( "tile" );
	Tile.SetAttribute( "x", GetTileX() );
	Tile.SetAttribute( "y", GetTileY() );
 
	Tile.InsertEndChild( CEntity::VGetSaveData() );
 
	return Tile;
}
 
void CTile::VThink( const int& iElapsedTime )
{
	CEntity::VThink( iElapsedTime );
}
 
void CTile::VRender( SDL_Surface* pDestSurface )
{
	CEntity::VRender( pDestSurface );
}

Proceed to Part 4: Creating the tile manager


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