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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@ -21,7 +21,6 @@ struct Sprite {
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struct TexturePack {
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std::vector<sf::Image> surfaces;
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std::vector<Sprite> sprites;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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std::unordered_map<wchar_t, int> char_to_texture;
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sf::Image floor;
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@ -31,10 +30,7 @@ struct TexturePack {
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void load_tiles();
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void load_sprites();
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sf::Image load_image(std::string filename);
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Sprite& get_sprite(size_t sprite_num);
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const uint32_t* get_surface(size_t num);
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// this needs to go into a map place
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void position_sprite(double x, double y, std::string name);
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// ZED: this is ugly so maybe you should like rewrite it or something
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matrix::Matrix convert_char_to_texture(matrix::Matrix &from);
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