One step closer to map rendering from tile sprites.

This commit is contained in:
Zed A. Shaw 2025-07-12 12:05:18 -04:00
parent dd541ae59d
commit a3f82139e9
4 changed files with 19 additions and 54 deletions

View file

@ -408,16 +408,20 @@ void System::plan_motion(World& world, Position move_to) {
}
void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
(void)compass_dir;
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid);
size_t view_y = matrix::height(grid);
size_t view_x = matrix::width(grid) - 1;
size_t view_y = matrix::height(grid) - 1;
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
auto &tile_set = textures::get_map_tile_set();
/* I'm doing double tid->wchar_t conversion here, maybe just
* render the tids into the grid then let someone else do this. */
// first fill it with the map cells
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
@ -438,7 +442,8 @@ void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
if(ent == level.player) {
grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
// grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
grid[view_pos.y][view_pos.x] = 41981;
} else {
grid[view_pos.y][view_pos.x] = entity_glyph.display;
}