Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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10 changed files with 64 additions and 66 deletions
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@ -6,6 +6,7 @@
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#include <SFML/Graphics.hpp>
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#include <unordered_map>
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#include <memory>
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#include "matrix.hpp"
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struct SpriteTexture {
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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@ -22,15 +23,19 @@ struct TexturePack {
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std::vector<sf::Image> surfaces;
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std::vector<Sprite> sprites;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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std::unordered_map<wchar_t, int> char_to_texture;
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sf::Image floor;
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sf::Image ceiling;
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SpriteTexture sword;
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void load_textures();
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void load_tiles();
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void load_sprites();
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sf::Image load_image(std::string filename);
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Sprite& get_sprite(size_t sprite_num);
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const uint32_t* get_surface(size_t num);
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// this needs to go into a map place
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void position_sprite(double x, double y, std::string name);
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// ZED: this is ugly so maybe you should like rewrite it or something
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matrix::Matrix convert_char_to_texture(matrix::Matrix &from);
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};
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