I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.
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7 changed files with 103 additions and 50 deletions
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@ -15,6 +15,7 @@ json load_test_data(const string &fname) {
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}
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TEST_CASE("camera control", "[map]") {
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textures::init();
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components::init();
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LevelManager levels;
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GameLevel level = levels.current();
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@ -33,6 +34,7 @@ TEST_CASE("camera control", "[map]") {
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}
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TEST_CASE("map placement test", "[map:placement]") {
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textures::init();
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components::init();
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for(int i = 0; i < 20; i++) {
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LevelManager levels;
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@ -51,6 +53,7 @@ TEST_CASE("map placement test", "[map:placement]") {
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}
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TEST_CASE("dijkstra algo test", "[map]") {
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textures::init();
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json data = load_test_data("./tests/dijkstra.json");
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for(auto &test : data) {
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@ -76,3 +79,53 @@ TEST_CASE("dijkstra algo test", "[map]") {
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// FIX ME: REQUIRE(paths == expected);
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}
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}
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TEST_CASE("map image test", "[map-sprite]") {
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components::init();
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textures::init();
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LevelManager levels;
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GameLevel level = levels.current();
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auto &walls = level.map->tiles();
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auto &tile_set = textures::get_map_tile_set();
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sf::Vector2i size{64,64};
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matrix::dump("TILES?", walls);
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std::unordered_map<wchar_t, sf::Vector2i> sprite_coord;
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Config config("./assets/map_tiles.json");
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json& tiles = config.json();
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for(auto tile : tiles) {
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sf::Vector2i coords{tile["x"], tile["y"]};
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sprite_coord.insert_or_assign(tile["display"], coords);
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}
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sf::Vector2u dim{
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(unsigned int)matrix::width(walls) * size.x,
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(unsigned int)matrix::height(walls) * size.y};
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sf::RenderTexture render{dim};
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render.clear({50,50,50,255});
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sf::Texture map_sprites{"./assets/map_tiles.png"};
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for(matrix::each_row it{walls}; it.next();) {
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size_t tid = walls[it.y][it.x];
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wchar_t display = tile_set[tid];
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REQUIRE(sprite_coord.contains(display));
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auto coords = sprite_coord.at(display);
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sf::IntRect square{coords, size};
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sf::Sprite sprite{map_sprites, square};
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sprite.setColor({150,150,150,255});
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sprite.setPosition({float(it.x) * float(size.x), float(it.y) * float(size.y)});
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render.draw(sprite);
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}
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render.display();
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sf::Image out_img = render.getTexture().copyToImage();
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bool worked = out_img.saveToFile("map_test.png");
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REQUIRE(worked);
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}
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