Level tiles
Before we start working with a level
grid, we need to know how it is set up! Our level
is described as a 2D array of a custom type Tile
, a struct
defined in Level.h
:
// A struct that defines the data values our tiles need. struct Tile { TILE type; // The type of tile this is. int columnIndex; // The column index of the tile. int rowIndex; // The row index of the tile. sf::Sprite sprite; // The tile sprite. int H; // Heuristic / movement cost to goal. int G; // Movement cost. (Total of entire path) int F; // Estimated cost for full path. (G + H) Tile* parentNode; // Node to reach this node. };
Don't worry about the final four values at this point; we'll use them later when we get to the section on path finding! For now, we just need to ...
Get Procedural Content Generation for C++ Game Development now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.