Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
This commit is contained in:
parent
6ed57cd4a8
commit
51c1e04f61
5 changed files with 46 additions and 33 deletions
|
@ -7,12 +7,11 @@
|
||||||
],
|
],
|
||||||
"sprites": {
|
"sprites": {
|
||||||
"armored_knight": "assets/armored_knight_1-256.png",
|
"armored_knight": "assets/armored_knight_1-256.png",
|
||||||
"sword": "assets/cinqueda_1-256.png",
|
"sword": "assets/cinqueda_1-512.png",
|
||||||
"barrel": "assets/wood_barrel_large-256.png",
|
"barrel": "assets/wood_barrel_large-256.png",
|
||||||
"evil_eye": "assets/evil_eye_test-256.png",
|
"evil_eye": "assets/evil_eye_test-256.png",
|
||||||
"peasant_girl": "assets/undead_peasant-256.png",
|
"peasant_girl": "assets/undead_peasant-256.png",
|
||||||
"floor": "assets/floor_tile_test-256.png",
|
"floor": "assets/floor_tile_test-256.png",
|
||||||
"ceiling": "assets/ceiling_test-256.png",
|
"ceiling": "assets/ceiling_test-256.png"
|
||||||
"weapon": "assets/cinqueda_1-256.png"
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
11
main.cpp
11
main.cpp
|
@ -31,10 +31,10 @@ void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
|
||||||
window.draw(text);
|
window.draw(text);
|
||||||
}
|
}
|
||||||
|
|
||||||
void draw_weapon(sf::RenderWindow &window, sf::Sprite *weapon, float rotation) {
|
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
|
||||||
weapon->setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
|
weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
|
||||||
weapon->setRotation(sf::degrees(rotation));
|
weapon.setRotation(sf::degrees(rotation));
|
||||||
window.draw(*weapon);
|
window.draw(weapon);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
@ -74,8 +74,9 @@ int main() {
|
||||||
auto elapsed = std::chrono::duration<double>(end - start);
|
auto elapsed = std::chrono::duration<double>(end - start);
|
||||||
stats.sample(1/elapsed.count());
|
stats.sample(1/elapsed.count());
|
||||||
|
|
||||||
|
auto weapon_sprite_ptr = rayview.$textures.sword.sprite;
|
||||||
draw_gui(window, text, stats);
|
draw_gui(window, text, stats);
|
||||||
draw_weapon(window, rayview.$textures.sword.sprite, rotation);
|
draw_weapon(window, *weapon_sprite_ptr, rotation);
|
||||||
window.display();
|
window.display();
|
||||||
|
|
||||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
|
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
|
||||||
|
|
|
@ -41,6 +41,8 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh
|
||||||
$view_sprite.setPosition({0, 0});
|
$view_sprite.setPosition({0, 0});
|
||||||
$pixels = make_unique<RGBA[]>($width * $height);
|
$pixels = make_unique<RGBA[]>($width * $height);
|
||||||
$textures.load_textures();
|
$textures.load_textures();
|
||||||
|
$textures.load_sprites();
|
||||||
|
$textures.position_sprite(4.0, 3.55, "evil_eye");
|
||||||
$view_texture.setSmooth(false);
|
$view_texture.setSmooth(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -86,8 +88,8 @@ void Raycaster::sprite_casting() {
|
||||||
for(int i = 0; i < $textures.NUM_SPRITES; i++) {
|
for(int i = 0; i < $textures.NUM_SPRITES; i++) {
|
||||||
int sprite_index = spriteOrder[i];
|
int sprite_index = spriteOrder[i];
|
||||||
Sprite& sprite_rec = $textures.get_sprite(sprite_index);
|
Sprite& sprite_rec = $textures.get_sprite(sprite_index);
|
||||||
// auto& sprite_texture = $textures.get_texture(sprite_rec.texture);
|
// TODO: this must die
|
||||||
sf::Sprite *sf_sprite = sprite_rec.sprite;
|
auto sf_sprite = sprite_rec.sprite.sprite;
|
||||||
|
|
||||||
double spriteX = sprite_rec.x - $posX;
|
double spriteX = sprite_rec.x - $posX;
|
||||||
double spriteY = sprite_rec.y - $posY;
|
double spriteY = sprite_rec.y - $posY;
|
||||||
|
|
37
texture.cpp
37
texture.cpp
|
@ -5,6 +5,8 @@
|
||||||
#include "config.hpp"
|
#include "config.hpp"
|
||||||
#include "constants.hpp"
|
#include "constants.hpp"
|
||||||
|
|
||||||
|
using std::shared_ptr, std::make_shared;
|
||||||
|
|
||||||
sf::Image TexturePack::load_image(std::string filename) {
|
sf::Image TexturePack::load_image(std::string filename) {
|
||||||
sf::Image texture;
|
sf::Image texture;
|
||||||
bool good = texture.loadFromFile(filename);
|
bool good = texture.loadFromFile(filename);
|
||||||
|
@ -12,6 +14,27 @@ sf::Image TexturePack::load_image(std::string filename) {
|
||||||
return texture;
|
return texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TexturePack::load_sprites() {
|
||||||
|
Config assets("assets/config.json");
|
||||||
|
|
||||||
|
for(auto& el : assets["sprites"].items()) {
|
||||||
|
string path = el.value();
|
||||||
|
auto texture = make_shared<sf::Texture>(path);
|
||||||
|
|
||||||
|
texture->setSmooth(false);
|
||||||
|
auto sprite = make_shared<sf::Sprite>(*texture);
|
||||||
|
|
||||||
|
string name = el.key();
|
||||||
|
sprite_textures[name] = {sprite, texture};
|
||||||
|
}
|
||||||
|
|
||||||
|
sword = sprite_textures["sword"];
|
||||||
|
}
|
||||||
|
|
||||||
|
void TexturePack::position_sprite(double x, double y, string name) {
|
||||||
|
sprites.emplace_back(x, y, sprite_textures[name]);
|
||||||
|
}
|
||||||
|
|
||||||
void TexturePack::load_textures() {
|
void TexturePack::load_textures() {
|
||||||
Config assets("assets/config.json");
|
Config assets("assets/config.json");
|
||||||
|
|
||||||
|
@ -19,22 +42,8 @@ void TexturePack::load_textures() {
|
||||||
images.emplace_back(load_image(tile_path));
|
images.emplace_back(load_image(tile_path));
|
||||||
}
|
}
|
||||||
|
|
||||||
for(string tile_path : assets["sprites"]) {
|
|
||||||
images.emplace_back(load_image(tile_path));
|
|
||||||
}
|
|
||||||
|
|
||||||
floor = load_image(assets["sprites"]["floor"]);
|
floor = load_image(assets["sprites"]["floor"]);
|
||||||
ceiling = load_image(assets["sprites"]["ceiling"]);
|
ceiling = load_image(assets["sprites"]["ceiling"]);
|
||||||
|
|
||||||
sf::Texture* sprite_texture = new sf::Texture(assets["sprites"]["evil_eye"]);
|
|
||||||
sprite_texture->setSmooth(false);
|
|
||||||
sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture);
|
|
||||||
|
|
||||||
sprites.push_back({4.0, 3.55, 6, sf_sprite, sprite_texture});
|
|
||||||
|
|
||||||
sword.sprite_texture = new sf::Texture("assets/cinqueda_1-512.png");
|
|
||||||
sword.sprite_texture->setSmooth(false);
|
|
||||||
sword.sprite = new sf::Sprite(*sword.sprite_texture);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const uint32_t* TexturePack::get_texture(size_t num) {
|
const uint32_t* TexturePack::get_texture(size_t num) {
|
||||||
|
|
20
texture.hpp
20
texture.hpp
|
@ -5,35 +5,37 @@
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <SFML/Graphics.hpp>
|
#include <SFML/Graphics.hpp>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
struct SpriteTexture {
|
||||||
|
std::shared_ptr<sf::Sprite> sprite = nullptr;
|
||||||
|
std::shared_ptr<sf::Texture> texture = nullptr;
|
||||||
|
};
|
||||||
|
|
||||||
struct Sprite {
|
struct Sprite {
|
||||||
double x;
|
double x;
|
||||||
double y;
|
double y;
|
||||||
int texture;
|
SpriteTexture sprite;
|
||||||
sf::Sprite *sprite = nullptr;
|
|
||||||
sf::Texture *sprite_texture = nullptr;
|
|
||||||
double elevation=0;
|
double elevation=0;
|
||||||
int uDiv=1;
|
int uDiv=1;
|
||||||
int vDiv=1;
|
int vDiv=1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SpriteTexture {
|
|
||||||
sf::Sprite *sprite = nullptr;
|
|
||||||
sf::Texture *sprite_texture = nullptr;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct TexturePack {
|
struct TexturePack {
|
||||||
int NUM_SPRITES=1;
|
int NUM_SPRITES=1;
|
||||||
|
|
||||||
std::vector<sf::Image> images;
|
std::vector<sf::Image> images;
|
||||||
std::vector<Sprite> sprites;
|
std::vector<Sprite> sprites;
|
||||||
std::unordered_map<std::string, SpriteTexture> sprite_sheets;
|
std::unordered_map<std::string, SpriteTexture> sprite_textures;
|
||||||
sf::Image floor;
|
sf::Image floor;
|
||||||
sf::Image ceiling;
|
sf::Image ceiling;
|
||||||
SpriteTexture sword;
|
SpriteTexture sword;
|
||||||
|
|
||||||
void load_textures();
|
void load_textures();
|
||||||
|
void load_sprites();
|
||||||
sf::Image load_image(std::string filename);
|
sf::Image load_image(std::string filename);
|
||||||
Sprite& get_sprite(size_t sprite_num);
|
Sprite& get_sprite(size_t sprite_num);
|
||||||
const uint32_t* get_texture(size_t num);
|
const uint32_t* get_texture(size_t num);
|
||||||
|
// this needs to go into a map place
|
||||||
|
void position_sprite(double x, double y, std::string name);
|
||||||
};
|
};
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue