Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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29 changed files with 119 additions and 1218 deletions
16
systems.cpp
16
systems.cpp
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@ -16,7 +16,6 @@ using std::string;
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using namespace fmt;
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using namespace components;
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using lighting::LightSource;
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using ftxui::Color;
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void System::lighting(GameLevel &level) {
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auto &light = *level.lights;
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@ -331,11 +330,9 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
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/*
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* This one is called inside the MapViewUI very often so
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* just avoide GameMap unlike the others.
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*
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* BUG: Just get rid of this and use the new UI to do the map
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* just avoid GameMap unlike the others.
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*/
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void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
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void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, const Point &cam_orig, size_t view_x, size_t view_y) {
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auto &tiles = map.tiles();
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world.query<Position, Tile>([&](auto, auto &pos, auto &tile) {
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@ -346,11 +343,10 @@ void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &light
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float light_value = lights[pos.location.y][pos.location.x] * PERCENT;
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const Tile& cell = tiles.at(pos.location.x, pos.location.y);
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// the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing
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canvas.DrawText(loc.x*2, loc.y*4, tile.display, [tile, light_value, cell](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(cell.background[0], cell.background[1], cell.background[2] * light_value);
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});
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(void)loc; // not used yet, this after ripping out map so needs rewrite
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(void)light_value;
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(void)cell;
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(void)tile;
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}
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});
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}
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