Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.

This commit is contained in:
Zed A. Shaw 2025-02-24 23:26:50 -05:00
parent 1886c99920
commit 29e6d45dc6
14 changed files with 98 additions and 43 deletions

View file

@ -34,9 +34,10 @@ struct Raycaster {
int $height;
int $screen_pos_x = RAY_VIEW_X;
int $screen_pos_y = RAY_VIEW_Y;
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
GameLevel $level;
Matrix $map;
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
std::vector<double> $zbuffer; // width
Raycaster(int width, int height);
@ -57,7 +58,7 @@ struct Raycaster {
return ((y) * $width) + (x);
}
void set_level(GameLevel level);
void update_level(GameLevel level);
void update_sprite(DinkyECS::Entity ent, components::Sprite& sprite);
void init_shaders();
};