Need the textures for the game. NOTOWNEDBYME.

master
Zed A. Shaw 3 months ago
parent b18b27e23c
commit 1b7763167c
  1. BIN
      pics/barrel.png
  2. BIN
      pics/bluestone.png
  3. BIN
      pics/colorstone.png
  4. BIN
      pics/eagle.png
  5. BIN
      pics/greenlight.png
  6. BIN
      pics/greystone.png
  7. BIN
      pics/mossy.png
  8. BIN
      pics/pillar.png
  9. BIN
      pics/purplestone.png
  10. BIN
      pics/redbrick.png
  11. BIN
      pics/wood.png
  12. 16
      sfmlcaster.cpp

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@ -57,8 +57,8 @@ double planeY = 0.66;
#define gray_color(c) rgba_color(c, c, c, 255)
std::vector<uint32_t> texture[8];
#define texWidth 64
#define texHeight 64
#define texWidth 64 // must be power of two
#define texHeight 64 // must be power of two
#define pixcoord(X, Y) ((Y) * SCREEN_HEIGHT) + (X)
@ -285,22 +285,14 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
}
void draw_ceiling_floor(sf::RenderWindow &window) {
draw_pixel_rect(window,
{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
gray_color(200));
draw_pixel_rect(window,
{size_t(SCREEN_WIDTH / 2), 0},
{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2 + PITCH)},
gray_color(100));
}
void draw_everything(sf::RenderWindow &window) {
clear(window);
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
//ray_casting(window, MAP);
draw_pixel_buffer(window);
window.display();
}

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