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.

This commit is contained in:
Zed A. Shaw 2025-02-01 14:39:08 -05:00
parent a67d25ee10
commit cbf0955786
11 changed files with 93 additions and 65 deletions

View file

@ -44,13 +44,13 @@ TEST_CASE("basic matrix iterator", "[matrix:basic]") {
row_count += box.x == box.left;
walls[box.y][box.x] = 3;
}
matrix::dump("2,2 WALLS", walls, 2, 2);
//matrix::dump("2,2 WALLS", walls, 2, 2);
REQUIRE(row_count == 3);
}
{
matrix::dump("1:1 POINT", walls, 1,1);
// matrix::dump("1:1 POINT", walls, 1,1);
// confirm boxes have the right number of rows
// when x goes to 0 on first next call
row_count = 0;
@ -68,7 +68,7 @@ TEST_CASE("basic matrix iterator", "[matrix:basic]") {
println("START IS {},{}=={}", star.x, star.y, walls[star.y][star.x]);
walls[star.y][star.x] = 11;
}
matrix::dump("STAR POINT", walls, 1,1);
// matrix::dump("STAR POINT", walls, 1,1);
}
}
@ -115,10 +115,10 @@ TEST_CASE("thrash box distance iterators", "[matrix:distance]") {
result[box.y][box.x] = box.distance();
}
matrix::dump(format("MAP {}x{} @ {},{}; BOX {}x{}; size: {}",
matrix::width(result), matrix::height(result),
target.x, target.y, box.right - box.left, box.bottom - box.top, size),
result, target.x, target.y);
// matrix::dump(format("MAP {}x{} @ {},{}; BOX {}x{}; size: {}",
// matrix::width(result), matrix::height(result),
// target.x, target.y, box.right - box.left, box.bottom - box.top, size),
// result, target.x, target.y);
}
TEST_CASE("thrash box iterators", "[matrix]") {