Every sprite's dimensions are now taken from their config rather than a global. Closes #42.

master
Zed A. Shaw 23 hours ago
parent a418b48e94
commit 0d79ce35b3
  1. 15
      raycaster.cpp

@ -97,9 +97,6 @@ void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width,
void Raycaster::sprite_casting(sf::RenderTarget &target) { void Raycaster::sprite_casting(sf::RenderTarget &target) {
constexpr const int texture_width = TEXTURE_WIDTH;
constexpr const int texture_height = TEXTURE_HEIGHT;
constexpr const int half_height = TEXTURE_HEIGHT / 2;
auto& lights = $level.lights->lighting(); auto& lights = $level.lights->lighting();
// sort sprites from far to close // sort sprites from far to close
@ -110,6 +107,11 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
if(!$sprites.contains(rec.second)) continue; if(!$sprites.contains(rec.second)) continue;
auto& sprite_texture = $sprites.at(rec.second); auto& sprite_texture = $sprites.at(rec.second);
int texture_width = (float)sprite_texture.frame_size.x;
int texture_height =(float)sprite_texture.frame_size.y;
int half_height = texture_height / 2;
auto& sf_sprite = sprite_texture.sprite; auto& sf_sprite = sprite_texture.sprite;
auto sprite_pos = $level.world->get<components::Position>(rec.second); auto sprite_pos = $level.world->get<components::Position>(rec.second);
@ -175,7 +177,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
int d = y * texture_height - $height * half_height + sprite_height * half_height; int d = y * texture_height - $height * half_height + sprite_height * half_height;
int tex_y = ((d * texture_height) / sprite_height) / texture_height; int tex_y = ((d * texture_height) / sprite_height) / texture_height;
sf::Vector2f origin{texture_width / 2, texture_height / 2}; sf::Vector2f origin{texture_width / 2.0f, texture_height / 2.0f};
sf::Vector2f scale{sprite_scale_w, sprite_scale_h}; sf::Vector2f scale{sprite_scale_w, sprite_scale_h};
sf::Vector2f position{x + origin.x * scale.x, y + origin.y * scale.y}; sf::Vector2f position{x + origin.x * scale.x, y + origin.y * scale.y};
sf::IntRect in_texture{ {tex_x, tex_y}, {tex_render_width, texture_height}}; sf::IntRect in_texture{ {tex_x, tex_y}, {tex_render_width, texture_height}};
@ -323,8 +325,9 @@ void Raycaster::cast_rays() {
} }
void Raycaster::draw_ceiling_floor() { void Raycaster::draw_ceiling_floor() {
constexpr static const int texture_width = TEXTURE_WIDTH; constexpr const int texture_width = TEXTURE_WIDTH;
constexpr static const int texture_height = TEXTURE_HEIGHT; constexpr const int texture_height = TEXTURE_HEIGHT;
auto &lights = $level.lights->lighting(); auto &lights = $level.lights->lighting();
size_t surface_i = 0; size_t surface_i = 0;
const RGBA *floor_texture = textures::get_surface(surface_i); const RGBA *floor_texture = textures::get_surface(surface_i);

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