Now entities are drawn after the map so that there's no holes.

master
Zed A. Shaw 19 hours ago
parent 72ecca8c82
commit 0d1eacdc5c
  1. 2
      map.hpp
  2. 18
      systems.cpp
  3. 2
      systems.hpp
  4. 15
      tests/map.cpp

@ -20,6 +20,8 @@ struct Room {
size_t height = 0;
};
using EntityGrid = std::unordered_map<Point, wchar_t>;
class Map {
public:
size_t $width;

@ -407,13 +407,15 @@ void System::plan_motion(World& world, Position move_to) {
motion.dy = move_to.location.y - player_position.location.y;
}
void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map, int compass_dir) {
(void)compass_dir;
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid) - 1;
size_t view_y = matrix::height(grid) - 1;
entity_map.clear();
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
@ -436,17 +438,13 @@ void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
}
// then get the enemy/item/device tiles and fill those in
world.query<Position, Tile>([&](auto ent, auto &pos, auto &entity_glyph) {
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
// BUG: don't I have a within bounds macro somewhere?
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) {
&& 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);
if(ent == level.player) {
// grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
grid[view_pos.y][view_pos.x] = 41981;
} else {
grid[view_pos.y][view_pos.x] = entity_glyph.display;
}
entity_map.insert_or_assign(view_pos, entity_glyph.display);
}
});
}

@ -19,7 +19,7 @@ namespace System {
void init_positions(World &world, SpatialMap &collider);
void device(World &world, Entity actor, Entity item);
void plan_motion(World& world, Position move_to);
void draw_map(GameLevel& level, Matrix& grid, int compass_dir);
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map, int compass_dir);
Entity spawn_item(World& world, const string& name);
bool drop_item(GameLevel& level, Entity item);

@ -81,7 +81,8 @@ TEST_CASE("dijkstra algo test", "[map]") {
}
}
sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
sf::Sprite render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render) {
(void) entity_map;
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
@ -101,6 +102,12 @@ sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
render.draw(sprite);
}
for(auto [point, display] : entity_map) {
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(point.x * size.x), float(point.y * size.y)});
render.draw(sprite);
}
render.display();
return sf::Sprite{render.getTexture()};
}
@ -112,6 +119,8 @@ TEST_CASE("map image test", "[map-sprite]") {
LevelManager levels;
GameLevel level = levels.current();
Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
@ -120,9 +129,9 @@ TEST_CASE("map image test", "[map-sprite]") {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(level, map_tiles, 2);
System::draw_map(level, map_tiles, entity_map, 2);
// on level start make one render texture with the base map
auto map_sprite = render_map(map_tiles, *render);
auto map_sprite = render_map(map_tiles, entity_map, *render);
}
/*

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