This cleans up how I'm rendering the map but there's no way I can render a large map like this. It'd be way too big.
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3b06105813
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3 changed files with 74 additions and 42 deletions
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@ -22,6 +22,8 @@ namespace textures {
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std::vector<int> ambient_light;
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std::unordered_map<std::string, SpriteTexture> sprite_textures;
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std::unordered_map<std::string, size_t> name_to_id;
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std::unordered_map<wchar_t, sf::Sprite> map_sprites;
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sf::Texture map_sprite_sheet{"./assets/map_tiles.png"};
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};
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void init();
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@ -40,5 +42,7 @@ namespace textures {
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const uint32_t* get_ceiling(size_t num);
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sf::Sprite& get_map_sprite(wchar_t display);
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size_t get_id(const std::string& name);
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}
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