The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways.
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@ -390,7 +390,7 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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auto player_pos = world.get<Position>(level.player).location;
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Point cam_orig = map.center_camera(player_pos, view_x, view_y);
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auto &tiles = map.tiles();
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auto &tile_set = textures::get_tile_set();
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auto &tile_set = textures::get_map_tile_set();
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// make a grid of chars to work with
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auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
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