First step in refactoring to allow for multiple levels. Next is to clean up the APIs and sort out how things will be notified that they have to switch levels.
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3344181a47
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c14efee9ea
9 changed files with 100 additions and 96 deletions
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@ -2,13 +2,16 @@
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#include "worldbuilder.hpp"
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#include "constants.hpp"
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#include "save.hpp"
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#include "systems.hpp"
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using lighting::LightRender;
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using std::shared_ptr, std::make_shared;
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LevelManager::LevelManager() {
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create_level();
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}
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size_t LevelManager::create_level() {
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auto world = make_shared<DinkyECS::World>();
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save::load_configs(*world);
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@ -19,8 +22,14 @@ size_t LevelManager::create_level() {
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size_t index = $levels.size();
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auto collider = make_shared<SpatialMap>();
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// not sure if this is still needed
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world->set_the<SpatialMap>(*collider);
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System::init_positions(*world, *collider);
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$levels.emplace_back(index, map, world,
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make_shared<LightRender>(map->width(), map->height()));
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make_shared<LightRender>(map->width(), map->height()),
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collider);
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dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error");
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return index;
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