Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.

This commit is contained in:
Zed A. Shaw 2025-01-31 13:37:01 -05:00
parent 9e3e347e4a
commit a67d25ee10
10 changed files with 64 additions and 66 deletions

View file

@ -5,7 +5,10 @@
#include <functional>
#include "constants.hpp"
#include "stats.hpp"
#include "worldbuilder.hpp"
#include "levelmanager.hpp"
#include "components.hpp"
using namespace components;
void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
@ -20,36 +23,13 @@ void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
window.draw(text);
}
Matrix generate_map(Map& map, Point &player) {
// generate the world and make the map
WorldBuilder builder(map);
builder.generate_map();
Matrix generate_map(TexturePack &textures, GameLevel &level, Point &player_out) {
auto &tiles = level.map->tiles();
auto &player = level.world->get_the<Player>();
auto &player_position = level.world->get<Position>(player.entity);
player_out = player_position.location;
bool can_place = map.place_entity(1, player);
dbc::check(can_place, "couldn't place the player");
auto &tiles = map.tiles();
tiles.dump(player.x, player.y);
auto bad_map = matrix::make(tiles.width(), tiles.height());
for(matrix::each_cell it(tiles.$tile_ids); it.next();) {
switch(tiles.$tile_ids[it.y][it.x]) {
case 0x289e:
bad_map[it.y][it.x] = 0; break;
case 0xa5b8:
bad_map[it.y][it.x] = 1; break;
case 0x19f0:
bad_map[it.y][it.x] = 2; break;
case 0x16de:
bad_map[it.y][it.x] = 3; break;
default:
bad_map[it.y][it.x] = 0;
}
}
matrix::dump("CONVERTED MAP", bad_map);
return bad_map;
return textures.convert_char_to_texture(tiles.$tile_ids);
}
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
@ -66,11 +46,18 @@ int main() {
text.setFillColor({255,255,255});
text.setPosition({10,10});
Map map(30, 30);
Point player{0, 0};
auto MAP = generate_map(map, player);
LevelManager levels;
GameLevel &cur_level = levels.current();
Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
TexturePack textures;
textures.load_tiles();
textures.load_sprites();
textures.position_sprite(4.0, 3.55, "evil_eye");
auto map = generate_map(textures, cur_level, player);
Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player.x, player.y);
rayview.init_shaders();
@ -126,7 +113,7 @@ int main() {
}
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
rayview.$anim.play();
rayview.$anim.play(false);
rotation = -30.0f;
} else {
rotation = -10.0f;