Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
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5 changed files with 62 additions and 36 deletions
18
map.hpp
18
map.hpp
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@ -3,12 +3,18 @@
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#include <utility>
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#include <string>
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#include <random>
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#include <algorithm>
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#include <fmt/core.h>
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#define INV_WALL 0
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#define INV_SPACE 1
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#define WALL_VALUE 1
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#define SPACE_VALUE 0
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#define WALL_TILE "█"
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#define FLOOR_TILE "·"
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#define PLAYER_TILE "☺"
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#define ENEMY_TILE "Ω"
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struct Point {
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size_t x = 0;
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@ -81,4 +87,14 @@ public:
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void set_door(Room &room, int value);
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void dump();
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Point place_entity(size_t room_index);
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Point map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point center_camera(const Point &around, size_t view_x, size_t view_y) {
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size_t start_x = std::clamp(int(around.x - view_x / 2), 0, int(width() - view_x));
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size_t start_y = std::clamp(int(around.y - view_y / 2), 0, int(height() - view_y));
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return {start_x, start_y};
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}
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};
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