Now entities are drawn after the map so that there's no holes.

This commit is contained in:
Zed A. Shaw 2025-07-12 14:46:42 -04:00
parent 72ecca8c82
commit 0d1eacdc5c
4 changed files with 23 additions and 14 deletions

View file

@ -81,7 +81,8 @@ TEST_CASE("dijkstra algo test", "[map]") {
}
}
sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
(void) entity_map;
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
@ -101,6 +102,12 @@ sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
render.draw(sprite);
}
render.display();
return sf::Sprite{render.getTexture()};
}
@ -112,6 +119,8 @@ TEST_CASE("map image test", "[map-sprite]") {
LevelManager levels;
GameLevel level = levels.current();
Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
@ -120,9 +129,9 @@ TEST_CASE("map image test", "[map-sprite]") {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(level, map_tiles, 2);
System::draw_map(level, map_tiles, entity_map, 2);
// on level start make one render texture with the base map
auto map_sprite = render_map(map_tiles, *render);
auto map_sprite = render_map(map_tiles, entity_map, *render);
}
/*