Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/texture.hpp

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#pragma once
#include <cstdint>
#include <vector>
#include <string>
#include <SFML/Graphics.hpp>
#include <unordered_map>
#include <memory>
struct SpriteTexture {
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
};
struct Sprite {
double x;
double y;
SpriteTexture sprite;
};
struct TexturePack {
std::vector<sf::Image> surfaces;
std::vector<Sprite> sprites;
std::unordered_map<std::string, SpriteTexture> sprite_textures;
sf::Image floor;
sf::Image ceiling;
SpriteTexture sword;
void load_textures();
void load_sprites();
sf::Image load_image(std::string filename);
Sprite& get_sprite(size_t sprite_num);
const uint32_t* get_surface(size_t num);
// this needs to go into a map place
void position_sprite(double x, double y, std::string name);
};