Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
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11 changed files with 93 additions and 65 deletions
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@ -17,6 +17,7 @@ typedef std::vector<Point> PointList;
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template<> struct std::hash<Point> {
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size_t operator()(const Point& p) const {
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return std::hash<int>()(p.x) ^ std::hash<int>()(p.y);
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auto hasher = std::hash<int>();
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return hasher(p.x) ^ hasher(p.y);
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}
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};
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