Fixed the map so that it shows directional arrows instead of a compass.

This commit is contained in:
Zed A. Shaw 2025-04-06 23:29:25 -04:00
parent c7c48658bd
commit e6a8a8b338
11 changed files with 35 additions and 27 deletions

View file

@ -337,7 +337,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
* This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others.
*/
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, Point aim) {
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir) {
DinkyECS::World &world = *level.world;
Map &map = *level.map;
@ -361,19 +361,17 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, Poi
}
if(aim.x >= cam_orig.x && aim.x <= cam_orig.x + view_x
&& aim.y >= cam_orig.y && aim.y <= cam_orig.y + view_y)
{
Point aim_at = map.map_to_camera(aim, cam_orig);
grid[aim_at.y][aim_at.x] = '*';
}
// then get the enemy/item/device tiles and fill those in
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
world.query<Position, Tile>([&](auto ent, auto &pos, auto &entity_glyph) {
if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
grid[view_pos.y][view_pos.x] = entity_glyph.display;
if(ent == level.player) {
grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
} else {
grid[view_pos.y][view_pos.x] = entity_glyph.display;
}
}
});