Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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13 changed files with 60 additions and 29 deletions
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@ -165,13 +165,13 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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sf_sprite->setScale(scale);
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sf_sprite->setTextureRect(in_texture);
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sf_sprite->setPosition(position);
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$brightness.setUniform("offsetFactor", sf::Glsl::Vec2{0.0f, 0.0f});
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// the SpatialMap.distance_sorted only calculates the
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// (x1-x2)^2 + (y1-y2)^2 portion of distance, so to get
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// the actual distance we need to sqrt that.
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// float level = sqrt(rec.first);
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float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
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if(rec.second == aiming_at) level += 0.2;
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$brightness.setUniform("darkness", level);
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target.draw(*sf_sprite, &$brightness);
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}
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