One step closer to map rendering from tile sprites.
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4 changed files with 19 additions and 54 deletions
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@ -1,8 +1,5 @@
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#include "matrix.hpp"
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#include "matrix.hpp"
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#include "dbc.hpp"
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <cmath>
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#include <cstdlib>
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#include "constants.hpp"
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#include "constants.hpp"
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using namespace fmt;
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using namespace fmt;
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12
matrix.hpp
12
matrix.hpp
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@ -1,24 +1,12 @@
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#pragma once
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#pragma once
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#include <vector>
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#include <queue>
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#include <string>
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#include <array>
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#include <numeric>
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#include <algorithm>
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#include <fmt/core.h>
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#include "point.hpp"
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#include "rand.hpp"
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#include "dbc.hpp"
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#include "shiterator.hpp"
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#include "shiterator.hpp"
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namespace matrix {
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namespace matrix {
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using Row = shiterator::BaseRow<int>;
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using Row = shiterator::BaseRow<int>;
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using Matrix = shiterator::Base<int>;
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using Matrix = shiterator::Base<int>;
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using viewport = shiterator::viewport_t<Matrix>;
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using viewport = shiterator::viewport_t<Matrix>;
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using each_cell = shiterator::each_cell_t<Matrix>;
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using each_cell = shiterator::each_cell_t<Matrix>;
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using each_row = shiterator::each_row_t<Matrix>;
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using each_row = shiterator::each_row_t<Matrix>;
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11
systems.cpp
11
systems.cpp
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@ -408,16 +408,20 @@ void System::plan_motion(World& world, Position move_to) {
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}
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}
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void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
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void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
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(void)compass_dir;
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World &world = *level.world;
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World &world = *level.world;
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Map &map = *level.map;
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Map &map = *level.map;
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size_t view_x = matrix::width(grid);
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size_t view_x = matrix::width(grid) - 1;
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size_t view_y = matrix::height(grid);
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size_t view_y = matrix::height(grid) - 1;
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auto player_pos = world.get<Position>(level.player).location;
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auto player_pos = world.get<Position>(level.player).location;
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Point cam_orig = map.center_camera(player_pos, view_x, view_y);
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Point cam_orig = map.center_camera(player_pos, view_x, view_y);
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auto &tiles = map.tiles();
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auto &tiles = map.tiles();
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auto &tile_set = textures::get_map_tile_set();
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auto &tile_set = textures::get_map_tile_set();
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/* I'm doing double tid->wchar_t conversion here, maybe just
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* render the tids into the grid then let someone else do this. */
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// first fill it with the map cells
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// first fill it with the map cells
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for(shiterator::each_cell_t it{grid}; it.next();) {
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for(shiterator::each_cell_t it{grid}; it.next();) {
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size_t tile_y = size_t(it.y) + cam_orig.y;
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size_t tile_y = size_t(it.y) + cam_orig.y;
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@ -438,7 +442,8 @@ void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
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Point view_pos = map.map_to_camera(pos.location, cam_orig);
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Point view_pos = map.map_to_camera(pos.location, cam_orig);
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if(ent == level.player) {
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if(ent == level.player) {
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grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
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// grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
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grid[view_pos.y][view_pos.x] = 41981;
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} else {
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} else {
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grid[view_pos.y][view_pos.x] = entity_glyph.display;
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grid[view_pos.y][view_pos.x] = entity_glyph.display;
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}
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}
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@ -4,6 +4,7 @@
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#include <fstream>
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#include <fstream>
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#include "map.hpp"
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#include "map.hpp"
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#include "levelmanager.hpp"
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#include "levelmanager.hpp"
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#include "systems.hpp"
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using namespace fmt;
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using namespace fmt;
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using namespace nlohmann;
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using namespace nlohmann;
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@ -80,26 +81,21 @@ TEST_CASE("dijkstra algo test", "[map]") {
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}
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}
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}
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}
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sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
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sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
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auto &walls = level.map->tiles();
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auto &tile_set = textures::get_map_tile_set();
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sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
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sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
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sf::Vector2u dim{
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sf::Vector2u dim{
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(unsigned int)matrix::width(walls) * size.x,
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(unsigned int)matrix::width(tiles) * size.x,
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(unsigned int)matrix::height(walls) * size.y};
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(unsigned int)matrix::height(tiles) * size.y};
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bool worked = render.resize(dim);
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bool worked = render.resize(dim);
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dbc::check(worked, "Failed to resize map render target.");
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dbc::check(worked, "Failed to resize map render target.");
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render.clear({0,0,0,0});
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render.clear({0,0,0,0});
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for(matrix::each_row it{walls}; it.next();) {
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for(matrix::each_row it{tiles}; it.next();) {
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size_t tid = walls[it.y][it.x];
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wchar_t display = tiles[it.y][it.x];
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wchar_t display = tile_set[tid];
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if(display == L' ') continue; // skip for now
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auto& sprite = textures::get_map_sprite(display);
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auto& sprite = textures::get_map_sprite(display);
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sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
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sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
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render.draw(sprite);
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render.draw(sprite);
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@ -109,42 +105,21 @@ sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
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return sf::Sprite{render.getTexture()};
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return sf::Sprite{render.getTexture()};
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}
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}
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sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) {
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render.clear({0,0,0,0});
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render.draw(map_sprite);
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level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
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auto sprite = textures::get_map_sprite(entity_glyph.display);
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sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)});
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render.draw(sprite);
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});
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render.display();
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return sf::Sprite{render.getTexture()};
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}
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TEST_CASE("map image test", "[map-sprite]") {
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TEST_CASE("map image test", "[map-sprite]") {
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components::init();
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components::init();
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textures::init();
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textures::init();
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LevelManager levels;
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LevelManager levels;
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GameLevel level = levels.current();
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GameLevel level = levels.current();
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Matrix map_tiles = matrix::make(7,7);
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System::draw_map(level, map_tiles, 2);
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// on level start make one render texture with the base map
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// on level start make one render texture with the base map
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auto render = std::make_shared<sf::RenderTexture>();
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auto render = std::make_shared<sf::RenderTexture>();
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auto map_sprite = render_map(level, *render);
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auto map_sprite = render_map(map_tiles, *render);
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// every turn render the map to the entities texture, then render
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// entities on this image, that way I just have to render them
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auto entities = std::make_shared<sf::RenderTexture>(render->getSize());
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render_entities(level, map_sprite, *entities);
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// confirm we get two different maps
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// confirm we get two different maps
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auto out_img = render->getTexture().copyToImage();
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auto out_img = render->getTexture().copyToImage();
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bool worked = out_img.saveToFile("map_render.png");
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bool worked = out_img.saveToFile("map_render.png");
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REQUIRE(worked);
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REQUIRE(worked);
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// this has entities on it
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out_img = entities->getTexture().copyToImage();
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worked = out_img.saveToFile("map_entities.png");
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REQUIRE(worked);
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}
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}
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