First hack to get a random gen map going.
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7 changed files with 72 additions and 34 deletions
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@ -1,20 +1,30 @@
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{
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"WALL_TILE": {
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display": "\ua5b8"
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},
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"FLOOR_TILE": {
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"id": "0",
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"foreground": [40, 15, 125],
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"background": [200, 15, 75],
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"collision": false,
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"display":"\u289e"
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},
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"CEILING_TILE": {
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"foreground": [159, 164, 15],
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"background": [199, 15, 79],
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"WALL_PLAIN": {
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"id": 1,
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display":"\u2274"
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"display": "\ua5b8"
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},
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"WALL_VINES": {
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"id": 2,
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"foreground": [40, 15, 125],
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"background": [200, 29, 75],
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"collision": false,
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"display":"\u19f0"
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},
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"WALL_PILLAR": {
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"id": 3,
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"foreground": [40, 15, 125],
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"background": [200, 29, 75],
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"collision": false,
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"display":"\u16de"
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}
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}
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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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@ -240,7 +240,7 @@ void Raycaster::cast_rays() {
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int drawEnd = lineHeight / 2 + $height / 2 + $pitch;
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if(drawEnd >= $height) drawEnd = $height - 1;
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auto texture = $textures.get_texture($map[mapY][mapX] - 1);
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auto texture = $textures.get_surface($map[mapY][mapX] - 1);
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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@ -39,15 +39,15 @@ void TexturePack::load_textures() {
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Config assets("assets/config.json");
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for(string tile_path : assets["textures"]) {
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images.emplace_back(load_image(tile_path));
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surfaces.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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}
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const uint32_t* TexturePack::get_texture(size_t num) {
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return (const uint32_t *)images[num].getPixelsPtr();
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const uint32_t* TexturePack::get_surface(size_t num) {
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return (const uint32_t *)surfaces[num].getPixelsPtr();
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}
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Sprite &TexturePack::get_sprite(size_t sprite_num) {
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@ -19,7 +19,7 @@ struct Sprite {
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};
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struct TexturePack {
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std::vector<sf::Image> images;
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std::vector<sf::Image> surfaces;
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std::vector<Sprite> sprites;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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sf::Image floor;
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@ -30,7 +30,7 @@ struct TexturePack {
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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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const uint32_t* get_surface(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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@ -45,7 +45,7 @@ void TileMap::set_tile(size_t x, size_t y, string tile_name) {
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void TileMap::load(matrix::Matrix &walls) {
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for(matrix::each_cell it{walls}; it.next();) {
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string tile_name = walls[it.y][it.x] == SPACE_VALUE ? "FLOOR_TILE" : "WALL_TILE";
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string tile_name = walls[it.y][it.x] == SPACE_VALUE ? "FLOOR_TILE" : "WALL_PLAIN";
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set_tile(it.x, it.y, tile_name);
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}
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}
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@ -110,10 +110,17 @@ void WorldBuilder::stylize_room(int room, string tile_name, float size) {
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bool placed = $map.place_entity(room, pos_out);
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dbc::check(placed, "failed to place style in room");
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dbc::log("FIX THE SYTLE ROOM TO VARY FLOOR OR WALL");
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tile_name = tile_name == "FLOOR_TILE" ? "WALL_PLAIN" : tile_name;
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for(matrix::circle it{$map.$walls, pos_out, size}; it.next();) {
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for(int x = it.left; x < it.right; x++) {
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if(!$map.iswall(x, it.y)) {
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if($map.iswall(x, it.y)) {
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// a wall tile
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$map.$tiles.set_tile(x, it.y, tile_name);
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} else {
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// a floor tile
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$map.$tiles.set_tile(x, it.y, "FLOOR_TILE");
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}
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}
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}
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