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.
This commit is contained in:
parent
e015652f4c
commit
931d9493d2
11 changed files with 50 additions and 39 deletions
11
textures.hpp
11
textures.hpp
|
@ -16,10 +16,9 @@ namespace textures {
|
|||
|
||||
struct TextureManager {
|
||||
std::vector<sf::Image> surfaces;
|
||||
std::vector<wchar_t> tile_set;
|
||||
std::vector<size_t> ceilings;
|
||||
std::vector<wchar_t> map_tile_set;
|
||||
std::unordered_map<std::string, SpriteTexture> sprite_textures;
|
||||
sf::Image floor;
|
||||
sf::Image ceiling;
|
||||
};
|
||||
|
||||
void init();
|
||||
|
@ -28,11 +27,9 @@ namespace textures {
|
|||
|
||||
sf::Image load_image(const std::string& filename);
|
||||
|
||||
std::vector<wchar_t>& get_tile_set();
|
||||
std::vector<wchar_t>& get_map_tile_set();
|
||||
|
||||
const uint32_t* get_surface(size_t num);
|
||||
|
||||
const uint32_t* get_floor();
|
||||
|
||||
const uint32_t* get_ceiling();
|
||||
const uint32_t* get_ceiling(size_t num);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue