Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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9 changed files with 70 additions and 61 deletions
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@ -19,7 +19,6 @@ namespace System {
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void init_positions(World &world, SpatialMap &collider);
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void device(World &world, Entity actor, Entity item);
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void plan_motion(World& world, Position move_to);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map, int compass_dir);
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Entity spawn_item(World& world, const string& name);
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bool drop_item(GameLevel& level, Entity item);
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@ -40,5 +39,6 @@ namespace System {
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void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
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bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
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void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
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void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
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}
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