Now have background color for the sprites used in the maps.
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b16ca3fd65
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b2a6262964
5 changed files with 89 additions and 68 deletions
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@ -80,6 +80,13 @@ TEST_CASE("dijkstra algo test", "[map]") {
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}
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}
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sf::Sprite render_sprite(std::unordered_map<wchar_t, sf::Vector2i>& sprite_coord, sf::Vector2i size, wchar_t display, sf::Texture& map_sprites) {
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auto coords = sprite_coord.at(display);
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sf::IntRect square{coords, {size.x, size.y}};
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sf::Sprite sprite{map_sprites, square};
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return sprite;
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}
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TEST_CASE("map image test", "[map-sprite]") {
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components::init();
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@ -89,7 +96,7 @@ TEST_CASE("map image test", "[map-sprite]") {
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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{64,64};
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sf::Vector2i size{32,32};
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matrix::dump("TILES?", walls);
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std::unordered_map<wchar_t, sf::Vector2i> sprite_coord;
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@ -109,29 +116,31 @@ TEST_CASE("map image test", "[map-sprite]") {
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(unsigned int)matrix::height(walls) * size.y};
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sf::RenderTexture render{dim};
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render.clear({50,50,50,255});
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render.clear({0,0,0,0});
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sf::Texture map_sprites{"./assets/map_tiles.png"};
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sf::Texture paper{"./assets/ui/full_screen_paper.png"};
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sf::Sprite paper_sprite{paper};
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paper_sprite.scale({1.5f, 1.5f});
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paper_sprite.setPosition({-30.0f, -30.0f});
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render.draw(paper_sprite);
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for(matrix::each_row it{walls}; it.next();) {
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size_t tid = walls[it.y][it.x];
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wchar_t display = tile_set[tid];
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REQUIRE(sprite_coord.contains(display));
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auto coords = sprite_coord.at(display);
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sf::IntRect square{coords, {size.x, size.y}};
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sf::Sprite sprite{map_sprites, square};
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// sprite.setColor({150,150,150,255});
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auto sprite = render_sprite(sprite_coord, size, display, map_sprites);
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sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
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sprite.setColor({255, 255, 255, 200});
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render.draw(sprite);
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}
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level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
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REQUIRE(sprite_coord.contains(entity_glyph.display));
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auto coords = sprite_coord.at(entity_glyph.display);
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sf::IntRect square{coords, {size.x, size.y}};
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sf::Sprite sprite{map_sprites, square};
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auto sprite = render_sprite(sprite_coord, size, entity_glyph.display, map_sprites);
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sprite.setColor({255,150,150,255});
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sprite.setPosition({float(pos.location.x * size.x), float(pos.location.y * size.y)});
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render.draw(sprite);
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