Rename to GameDB and GameDB::Level.
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c46927ea10
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a20d701096
23 changed files with 142 additions and 151 deletions
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@ -10,8 +10,8 @@
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using namespace lighting;
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TEST_CASE("lighting a map works", "[lighting]") {
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Game::init();
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auto& level = Game::current();
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GameDB::init();
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auto& level = GameDB::current();
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auto& map = *level.map;
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Point light1, light2;
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@ -16,9 +16,9 @@ json load_test_data(const string &fname) {
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}
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TEST_CASE("camera control", "[map]") {
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Game::init();
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GameDB::init();
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auto& level = Game::current();
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auto& level = GameDB::current();
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auto& map = *level.map;
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Point center = map.center_camera({10,10}, 5, 5);
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@ -34,10 +34,10 @@ TEST_CASE("camera control", "[map]") {
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}
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TEST_CASE("map placement test", "[map-fail]") {
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Game::init();
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GameDB::init();
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for(int i = 0; i < 5; i++) {
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auto& level = Game::create_level();
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auto& level = GameDB::create_level();
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for(size_t rnum = 0; rnum < level.map->room_count(); rnum++) {
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Point pos;
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@ -79,9 +79,9 @@ TEST_CASE("dijkstra algo test", "[map]") {
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}
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TEST_CASE("map image test", "[map]") {
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Game::init();
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GameDB::init();
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auto& level = Game::current();
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auto& level = GameDB::current();
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Matrix map_tiles = matrix::make(7,7);
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EntityGrid entity_map;
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@ -16,8 +16,8 @@ using std::string, std::shared_ptr;
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using matrix::Matrix;
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std::shared_ptr<Map> make_map() {
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Game::init();
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return Game::current().map;
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GameDB::init();
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return GameDB::current().map;
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}
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TEST_CASE("basic matrix iterator", "[matrix]") {
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@ -259,7 +259,7 @@ TEST_CASE("prototype circle algorithm", "[matrix]") {
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TEST_CASE("viewport iterator", "[matrix]") {
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components::init();
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textures::init();
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Game::init();
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GameDB::init();
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size_t width = Random::uniform<size_t>(20, 22);
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size_t height = Random::uniform<size_t>(21, 25);
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shared_ptr<Map> map = make_map();
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