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