Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
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6 changed files with 38 additions and 36 deletions
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@ -3,11 +3,14 @@
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#include <cstdint>
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#include <vector>
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#include <string>
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#include <SFML/Graphics.hpp>
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struct Sprite {
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double x;
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double y;
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int texture;
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sf::Sprite *sprite = nullptr;
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sf::Texture *sprite_texture = nullptr;
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// ZED: this should be a separate transform parameter
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double elevation=0;
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int uDiv=1;
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@ -22,7 +25,7 @@ struct TexturePack {
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constexpr static const int TEXTURE_HEIGHT=256; // must be power of two
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std::vector<Image> images;
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std::vector<Sprite> sprites{{4.0, 3.55, 6}};
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std::vector<Sprite> sprites;
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Image floor;
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Image ceiling;
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