Now the spatialmap determines the 'wiggle factor' when there's multiple entities in a cell, which staggers them visually. Closes #78.
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694ee210d6
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4 changed files with 35 additions and 21 deletions
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@ -107,19 +107,19 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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// after sorting the sprites, do the projection
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for(auto& rec : sprite_order) {
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if(!$sprites.contains(rec.second)) continue;
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if(!$sprites.contains(rec.entity)) continue;
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auto& sprite_texture = $sprites.at(rec.second);
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auto& sprite_texture = $sprites.at(rec.entity);
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int texture_width = (float)sprite_texture.frame_size.x;
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int texture_height =(float)sprite_texture.frame_size.y;
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int half_height = texture_height / 2;
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auto& sf_sprite = sprite_texture.sprite;
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auto sprite_pos = $level.world->get<components::Position>(rec.second);
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auto sprite_pos = $level.world->get<components::Position>(rec.entity);
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double sprite_x = double(sprite_pos.location.x) - $pos_x + 0.5;
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double sprite_y = double(sprite_pos.location.y) - $pos_y + 0.5;
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double sprite_x = double(sprite_pos.location.x) - rec.wiggle - $pos_x + 0.5;
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double sprite_y = double(sprite_pos.location.y) - rec.wiggle - $pos_y + 0.5;
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double inv_det = 1.0 / ($plane_x * $dir_y - $dir_x * $plane_y); // required for correct matrix multiplication
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@ -185,8 +185,8 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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sf::Vector2f position{x + origin.x * scale.x, y + origin.y * scale.y};
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sf::IntRect in_texture{ {tex_x, tex_y}, {tex_render_width, texture_height}};
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if($level.world->has<components::Animation>(rec.second)) {
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auto& animation = $level.world->get<components::Animation>(rec.second);
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if($level.world->has<components::Animation>(rec.entity)) {
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auto& animation = $level.world->get<components::Animation>(rec.entity);
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if(animation.playing) animation.step(scale, position, in_texture);
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}
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@ -195,13 +195,9 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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sf_sprite->setTextureRect(in_texture);
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sf_sprite->setPosition(position);
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// the SpatialMap.distance_sorted only calculates the
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// (x1-x2)^2 + (y1-y2)^2 portion of distance, so to get
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// the actual distance we need to sqrt that.
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// float level = sqrt(rec.first);
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float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
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shared_ptr<sf::Shader> effect = System::sprite_effect($level, rec.second);
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shared_ptr<sf::Shader> effect = System::sprite_effect($level, rec.entity);
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if(effect) {
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apply_sprite_effect(effect, sprite_width, sprite_height);
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@ -93,13 +93,23 @@ FoundEntities SpatialMap::neighbors(Point cell, bool diag) const {
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}
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inline void update_sorted(SortedEntities& sprite_distance, PointEntityMap& table, Point from, int max_dist) {
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Point seen{0,0};
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float wiggle = 0.0f;
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for(const auto &rec : table) {
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Point sprite = rec.first;
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int inside = (from.x - sprite.x) * (from.x - sprite.x) +
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(from.y - sprite.y) * (from.y - sprite.y);
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if(sprite == seen) {
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wiggle += 0.02f;
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} else {
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wiggle = 0.0f;
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seen = sprite;
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}
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if(inside < max_dist) {
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sprite_distance.push_back({inside, rec.second.entity});
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sprite_distance.push_back({inside, rec.second.entity, wiggle});
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}
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}
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}
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@ -109,7 +119,9 @@ SortedEntities SpatialMap::distance_sorted(Point from, int max_dist) {
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update_sorted(sprite_distance, $collision, from, max_dist);
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std::sort(sprite_distance.begin(), sprite_distance.end(), std::greater<>());
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std::sort(sprite_distance.begin(), sprite_distance.end(), [](auto &a, auto &b) {
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return a.dist_square > b.dist_square;
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});
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return sprite_distance;
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}
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@ -10,10 +10,16 @@ struct CollisionData {
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bool collision = false;
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};
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struct EntityDistance {
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int dist_square=0;
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DinkyECS::Entity entity=DinkyECS::NONE;
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float wiggle=0.0f;
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};
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// Point's has is in point.hpp
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using EntityList = std::vector<DinkyECS::Entity>;
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using PointEntityMap = std::unordered_multimap<Point, CollisionData>;
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using SortedEntities = std::vector<std::pair<int, DinkyECS::Entity>>;
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using SortedEntities = std::vector<EntityDistance>;
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struct FoundEntities {
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bool found;
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@ -203,13 +203,13 @@ TEST_CASE("SpatialMap::distance_sorted", "[spatialmap]") {
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auto result = map.distance_sorted({1, 1}, 100);
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REQUIRE(result.size() == 3);
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REQUIRE(result[0].second == enemy1);
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REQUIRE(result[1].second == item);
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REQUIRE(result[2].second == player);
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REQUIRE(result[0].entity == enemy1);
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REQUIRE(result[1].entity == item);
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REQUIRE(result[2].entity == player);
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int prev_dist = std::numeric_limits<int>::max();
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for(auto [dist, entity] : result) {
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REQUIRE(dist < prev_dist);
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prev_dist = dist;
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for(auto rec : result) {
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REQUIRE(rec.dist_square < prev_dist);
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prev_dist = rec.dist_square;
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}
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}
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