Refactored out the tilemap since it was mostly doing nothing useful.

This commit is contained in:
Zed A. Shaw 2025-05-25 11:39:43 -04:00
parent ea9f6bf383
commit 3a745d492a
15 changed files with 40 additions and 187 deletions

View file

@ -26,7 +26,7 @@ TEST_CASE("test texture management", "[textures]") {
LevelManager levels;
GameLevel level = levels.current();
auto& tiles = level.map->tiles();
auto map = textures::convert_char_to_texture(tiles.$tile_ids);
REQUIRE(matrix::width(map) == matrix::width(tiles.$tile_ids));
REQUIRE(matrix::height(map) == matrix::height(tiles.$tile_ids));
auto& walls = level.map->walls();
REQUIRE(matrix::width(tiles) == matrix::width(walls));
REQUIRE(matrix::height(tiles) == matrix::height(walls));
}

View file

@ -1,22 +0,0 @@
#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include "map.hpp"
#include "levelmanager.hpp"
#include "tilemap.hpp"
#include "config.hpp"
#include "rand.hpp"
using namespace fmt;
using std::string;
TEST_CASE("tilemap can load tiles and make a map", "[tilemap]") {
LevelManager levels;
GameLevel level = levels.current();
auto &map = *level.map;
TileMap tiles(map.width(), map.height());
auto& walls = map.walls();
tiles.load(walls);
tiles.dump();
REQUIRE(tiles.INVARIANT());
}