Sprite is no more, now using the position from the level's world.
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d0badedbd9
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d5301acab5
3 changed files with 9 additions and 14 deletions
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@ -7,6 +7,7 @@
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#include <fmt/core.h>
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#include <memory>
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#include <numbers>
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#include "components.hpp"
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using namespace fmt;
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using std::make_unique;
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@ -69,12 +70,12 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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// after sorting the sprites, do the projection
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for(auto& rec : sprite_order) {
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const Sprite& sprite_rec = $sprites.at(rec.second);
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// TODO: this must die
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auto sf_sprite = sprite_rec.sprite.sprite;
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// BUG: eventually this needs to go away too
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auto& sf_sprite = $sprites.at(rec.second).sprite;
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auto sprite_pos = $level.world->get<components::Position>(rec.second);
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double spriteX = sprite_rec.x - $posX;
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double spriteY = sprite_rec.y - $posY;
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double spriteX = double(sprite_pos.location.x) - $posX + 0.5;
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double spriteY = double(sprite_pos.location.y) - $posY + 0.5;
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//transform sprite with the inverse camera matrix
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// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
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@ -335,6 +336,6 @@ void Raycaster::set_level(GameLevel level) {
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// this will need to go away too but for now everything is evil eye
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for(auto &thing : $level.collision->table) {
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auto sprite_txt = $textures.sprite_textures.at("evil_eye");
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$sprites.try_emplace(thing.second, thing.first.x + 0.5, thing.first.y + 0.5, sprite_txt);
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$sprites.try_emplace(thing.second, sprite_txt);
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}
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}
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