One step closer to map rendering from tile sprites.
This commit is contained in:
parent
dd541ae59d
commit
a3f82139e9
4 changed files with 19 additions and 54 deletions
|
@ -4,6 +4,7 @@
|
|||
#include <fstream>
|
||||
#include "map.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
#include "systems.hpp"
|
||||
|
||||
using namespace fmt;
|
||||
using namespace nlohmann;
|
||||
|
@ -80,26 +81,21 @@ TEST_CASE("dijkstra algo test", "[map]") {
|
|||
}
|
||||
}
|
||||
|
||||
sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
|
||||
auto &walls = level.map->tiles();
|
||||
|
||||
auto &tile_set = textures::get_map_tile_set();
|
||||
|
||||
sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
|
||||
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
|
||||
|
||||
sf::Vector2u dim{
|
||||
(unsigned int)matrix::width(walls) * size.x,
|
||||
(unsigned int)matrix::height(walls) * size.y};
|
||||
(unsigned int)matrix::width(tiles) * size.x,
|
||||
(unsigned int)matrix::height(tiles) * size.y};
|
||||
|
||||
bool worked = render.resize(dim);
|
||||
dbc::check(worked, "Failed to resize map render target.");
|
||||
|
||||
render.clear({0,0,0,0});
|
||||
|
||||
for(matrix::each_row it{walls}; it.next();) {
|
||||
size_t tid = walls[it.y][it.x];
|
||||
wchar_t display = tile_set[tid];
|
||||
|
||||
for(matrix::each_row it{tiles}; it.next();) {
|
||||
wchar_t display = tiles[it.y][it.x];
|
||||
if(display == L' ') continue; // skip for now
|
||||
auto& sprite = textures::get_map_sprite(display);
|
||||
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
|
||||
render.draw(sprite);
|
||||
|
@ -109,42 +105,21 @@ sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
|
|||
return sf::Sprite{render.getTexture()};
|
||||
}
|
||||
|
||||
sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) {
|
||||
render.clear({0,0,0,0});
|
||||
render.draw(map_sprite);
|
||||
|
||||
level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
|
||||
auto sprite = textures::get_map_sprite(entity_glyph.display);
|
||||
sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)});
|
||||
render.draw(sprite);
|
||||
});
|
||||
|
||||
render.display();
|
||||
return sf::Sprite{render.getTexture()};
|
||||
}
|
||||
|
||||
TEST_CASE("map image test", "[map-sprite]") {
|
||||
components::init();
|
||||
textures::init();
|
||||
|
||||
LevelManager levels;
|
||||
GameLevel level = levels.current();
|
||||
Matrix map_tiles = matrix::make(7,7);
|
||||
System::draw_map(level, map_tiles, 2);
|
||||
|
||||
// on level start make one render texture with the base map
|
||||
auto render = std::make_shared<sf::RenderTexture>();
|
||||
auto map_sprite = render_map(level, *render);
|
||||
|
||||
// every turn render the map to the entities texture, then render
|
||||
// entities on this image, that way I just have to render them
|
||||
auto entities = std::make_shared<sf::RenderTexture>(render->getSize());
|
||||
render_entities(level, map_sprite, *entities);
|
||||
auto map_sprite = render_map(map_tiles, *render);
|
||||
|
||||
// confirm we get two different maps
|
||||
auto out_img = render->getTexture().copyToImage();
|
||||
bool worked = out_img.saveToFile("map_render.png");
|
||||
REQUIRE(worked);
|
||||
|
||||
// this has entities on it
|
||||
out_img = entities->getTexture().copyToImage();
|
||||
worked = out_img.saveToFile("map_entities.png");
|
||||
REQUIRE(worked);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue