Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.

This commit is contained in:
Zed A. Shaw 2025-02-05 14:16:31 -05:00
parent d5301acab5
commit 14128ab10f
5 changed files with 37 additions and 14 deletions

View file

@ -67,16 +67,15 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// sort sprites from far to close
auto sprite_order = $level.collision->distance_sorted({(size_t)$posX, (size_t)$posY});
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {
if(!$sprites.contains(rec.second)) continue;
// BUG: eventually this needs to go away too
auto& sf_sprite = $sprites.at(rec.second).sprite;
auto sprite_pos = $level.world->get<components::Position>(rec.second);
double spriteX = double(sprite_pos.location.x) - $posX + 0.5;
double spriteY = double(sprite_pos.location.y) - $posY + 0.5;
//transform sprite with the inverse camera matrix
// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
@ -333,9 +332,10 @@ void Raycaster::set_level(GameLevel level) {
auto& tiles = $level.map->tiles();
$map = $textures.convert_char_to_texture(tiles.$tile_ids);
// this will need to go away too but for now everything is evil eye
for(auto &thing : $level.collision->table) {
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(thing.second, sprite_txt);
}
$level.world->query<components::Combat, components::Position>([&](const auto ent, auto& combat, auto &pos) {
fmt::println("entity: {}, hp: {}, pos={},{}", ent, combat.hp, pos.location.x, pos.location.y);
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(ent, sprite_txt);
});
}