Now entities are drawn after the map so that there's no holes.
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72ecca8c82
commit
0d1eacdc5c
4 changed files with 23 additions and 14 deletions
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@ -81,7 +81,8 @@ TEST_CASE("dijkstra algo test", "[map]") {
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}
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}
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sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
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sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
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(void) entity_map;
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sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
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sf::Vector2u dim{
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@ -101,6 +102,12 @@ sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
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render.draw(sprite);
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}
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for(auto [point, display] : entity_map) {
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auto& sprite = textures::get_map_sprite(display);
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sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
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render.draw(sprite);
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}
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render.display();
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return sf::Sprite{render.getTexture()};
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}
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@ -112,6 +119,8 @@ TEST_CASE("map image test", "[map-sprite]") {
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LevelManager levels;
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GameLevel level = levels.current();
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Matrix map_tiles = matrix::make(7,7);
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EntityGrid entity_map;
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auto render = std::make_shared<sf::RenderTexture>();
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auto player = level.world->get_the<components::Player>();
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auto& player_pos = level.world->get<components::Position>(player.entity);
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@ -120,9 +129,9 @@ TEST_CASE("map image test", "[map-sprite]") {
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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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System::draw_map(level, map_tiles, 2);
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System::draw_map(level, map_tiles, entity_map, 2);
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// on level start make one render texture with the base map
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auto map_sprite = render_map(map_tiles, *render);
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auto map_sprite = render_map(map_tiles, entity_map, *render);
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}
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/*
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