Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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14 changed files with 98 additions and 43 deletions
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@ -34,9 +34,10 @@ struct Raycaster {
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int $height;
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int $screen_pos_x = RAY_VIEW_X;
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int $screen_pos_y = RAY_VIEW_Y;
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std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
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GameLevel $level;
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Matrix $map;
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std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
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std::vector<double> $zbuffer; // width
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Raycaster(int width, int height);
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@ -57,7 +58,7 @@ struct Raycaster {
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return ((y) * $width) + (x);
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}
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void set_level(GameLevel level);
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void update_level(GameLevel level);
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void update_sprite(DinkyECS::Entity ent, components::Sprite& sprite);
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void init_shaders();
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};
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