Refactor to allow for the new screen flow.
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e7b6b42698
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10 changed files with 59 additions and 52 deletions
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@ -21,7 +21,7 @@ struct CameraLOL {
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double target_plane_y = 0.0;
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};
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using SpriteRender = std::pair<std::shared_ptr<sf::Sprite>, std::shared_ptr<sf::Shader>>;
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using SpriteRender = std::pair<sf::Sprite, std::shared_ptr<sf::Shader>>;
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struct Raycaster {
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sf::Texture $view_texture;
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@ -52,7 +52,6 @@ struct Raycaster {
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std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
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// BUG: this can be way better I think
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std::vector<SpriteRender> $sprites_to_render;
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SortedEntities $sprite_order;
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GameDB::Level $level;
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@ -64,7 +63,7 @@ struct Raycaster {
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void cast_rays();
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void draw_ceiling_floor();
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void draw_pixel_buffer();
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void sprite_casting();
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void sprite_casting(sf::RenderTarget& target);
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void update();
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void render(sf::RenderTarget& target);
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