First hack to get a random gen map going.
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2daa1c9bd5
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7 changed files with 72 additions and 34 deletions
53
main.cpp
53
main.cpp
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@ -5,18 +5,7 @@
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#include <functional>
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#include "constants.hpp"
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#include "stats.hpp"
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Matrix MAP{
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{1,1,1,3,2,3,1,1,1},
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{1,0,1,0,0,0,0,0,1},
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{1,0,1,0,0,1,1,0,1},
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{3,0,0,0,0,0,0,0,3},
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{2,1,0,0,0,0,0,1,2},
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{3,0,0,1,1,1,0,0,3},
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{1,0,0,0,0,0,1,1,1},
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{1,0,0,0,0,0,0,0,1},
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{1,1,1,3,2,3,1,1,1}
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};
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#include "worldbuilder.hpp"
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void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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@ -31,6 +20,38 @@ 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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Matrix generate_map(Map& map, Point &player) {
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// generate the world and make the map
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WorldBuilder builder(map);
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builder.generate_map();
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bool can_place = map.place_entity(1, player);
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dbc::check(can_place, "couldn't place the player");
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auto &tiles = map.tiles();
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tiles.dump(player.x, player.y);
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auto bad_map = matrix::make(tiles.width(), tiles.height());
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for(matrix::each_cell it(tiles.$tile_ids); it.next();) {
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switch(tiles.$tile_ids[it.y][it.x]) {
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case 0x289e:
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bad_map[it.y][it.x] = 0; break;
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case 0xa5b8:
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bad_map[it.y][it.x] = 1; break;
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case 0x19f0:
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bad_map[it.y][it.x] = 2; break;
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case 0x16de:
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bad_map[it.y][it.x] = 3; break;
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default:
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bad_map[it.y][it.x] = 0;
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}
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}
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matrix::dump("CONVERTED MAP", bad_map);
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return bad_map;
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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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@ -45,13 +66,13 @@ int main() {
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text.setFillColor({255,255,255});
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text.setPosition({10,10});
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//ZED this should set with a function
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float player_x = matrix::width(MAP) / 2;
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float player_y = matrix::height(MAP) / 2;
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Map map(30, 30);
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Point player{0, 0};
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auto MAP = generate_map(map, player);
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Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
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rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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rayview.position_camera(player_x, player_y);
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rayview.position_camera(player.x, player.y);
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rayview.init_shaders();
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double moveSpeed = 0.1;
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