Maps are back and have color now. TileCell needs a rework.

This commit is contained in:
Zed A. Shaw 2025-02-09 14:57:19 -05:00
parent 27bb08d62c
commit a4c13f7fc9
4 changed files with 6 additions and 10 deletions

View file

@ -123,6 +123,8 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
if(drawEndY >= $height) drawEndY = $height - 1;
int texX = int(textureWidth * (drawStartX - (-spriteWidth / 2 + spriteScreenX)) * textureWidth / spriteWidth) / textureWidth;
int texRenderWidth = texX_end - texX;
if(texRenderWidth <= 0) continue;
float x = float(drawStartX + RAY_VIEW_X);
float y = float(drawStartY + RAY_VIEW_Y);
@ -133,7 +135,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
sf_sprite->setScale({sprite_w, sprite_h});
$anim.step(*sf_sprite, texX, texY, texX_end - texX, textureHeight);
$anim.step(*sf_sprite, texX, texY, texRenderWidth, textureHeight);
sf_sprite->setPosition({x, y});
$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});