Posted March 01, 2025 by Cadex
#Devlog #Sacred Gambit
tileObject
passable
to signify if we can walk on the tile.
mapObject
tileSize
that keeps track of the size of each tile.
std::vector<std::vector<tileObject>> tiles
keeps a 2D list of tiles.
SDL_Texture* megaTex
target texture that holds the texture of all the tiles rendered in a grid.
SDL_FPoint camPos
and SDL_FPoint camPosGoal
tracks where the camera is located and where it should be.
float scaleGoal
tracks what our scale of the map being rendered should be, used for zoom.
getCamLimits
gets the limits of where our camera should be allowed to go.
renderTiles
draws all the tiles onto megaTex
.
map
methodscontrol
reads input to control the map.
drawDebug
draws information related to the map.
drawChunk
based off map zoom, pos and rotation, updates the mapObject
texture by rendering the correct chunk of megaTex
to it.
loadMap
called from the main menu to initialize the map.