I have a test now that can generate a map image so I'll make it look nice there before bringing the code into the game.

master
Zed A. Shaw 1 day ago
parent cfefffe1cc
commit 2c011079a8
  1. 6
      Makefile
  2. 58
      assets/map_tiles.json
  3. BIN
      assets/map_tiles.png
  4. 2
      systems.cpp
  5. 4
      systems.hpp
  6. 53
      tests/map.cpp
  7. 2
      tools/icongen.cpp

@ -34,7 +34,7 @@ tracy_build:
meson compile -j 10 -C builddir meson compile -j 10 -C builddir
test: build test: build
./builddir/runtests ./builddir/runtests "[map-sprite]"
run: build test run: build test
ifeq '$(OS)' 'Windows_NT' ifeq '$(OS)' 'Windows_NT'
@ -45,7 +45,7 @@ else
endif endif
debug: build debug: build
gdb --nx -x .gdbinit --ex run --args builddir/icongen gdb --nx -x .gdbinit --ex run --args builddir/zedcaster
debug_run: build debug_run: build
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster
@ -57,7 +57,7 @@ clean:
meson compile --clean -C builddir meson compile --clean -C builddir
debug_test: build debug_test: build
gdb --nx -x .gdbinit --ex run --args builddir/runtests -e gdb --nx -x .gdbinit --ex run --args builddir/runtests -e "[map-sprite]"
win_installer: win_installer:
powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp' powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'

@ -8,121 +8,121 @@
{ {
"centered": false, "centered": false,
"display": 35, "display": 35,
"x": 128, "x": 64,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 10398, "display": 10398,
"x": 256, "x": 128,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 35, "display": 35,
"x": 384, "x": 192,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 35, "display": 35,
"x": 512, "x": 256,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 8820, "display": 8820,
"x": 640, "x": 320,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 9608, "display": 9608,
"x": 768, "x": 384,
"y": 0 "y": 0
}, },
{ {
"centered": false, "centered": false,
"display": 35, "display": 35,
"x": 896, "x": 448,
"y": 0 "y": 0
}, },
{ {
"centered": true, "centered": true,
"display": 1003, "display": 1003,
"x": 1024, "x": 512,
"y": 0 "y": 0
}, },
{ {
"centered": true, "centered": true,
"display": 3848, "display": 3848,
"x": 1152, "x": 576,
"y": 0 "y": 0
}, },
{ {
"centered": true, "centered": true,
"display": 85, "display": 85,
"x": 0, "x": 0,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 8687, "display": 8687,
"x": 128, "x": 64,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 10949, "display": 10949,
"x": 256, "x": 128,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 8793, "display": 8793,
"x": 384, "x": 192,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 95, "display": 95,
"x": 512, "x": 256,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 1898, "display": 1898,
"x": 640, "x": 320,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 2189, "display": 2189,
"x": 768, "x": 384,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 2189, "display": 2189,
"x": 896, "x": 448,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 42603, "display": 42603,
"x": 1024, "x": 512,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 2220, "display": 2220,
"x": 1152, "x": 576,
"y": 128 "y": 64
}, },
{ {
"centered": true, "centered": true,
"display": 1218, "display": 1218,
"x": 0, "x": 0,
"y": 256 "y": 128
} }
] ]

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@ -411,7 +411,7 @@ void System::plan_motion(World& world, Position move_to) {
* This one is called inside the MapViewUI very often so * This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others. * just avoid GameMap unlike the others.
*/ */
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir) { std::wstring System::draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir) {
World &world = *level.world; World &world = *level.world;
Map &map = *level.map; Map &map = *level.map;

@ -19,12 +19,12 @@ namespace System {
void init_positions(World &world, SpatialMap &collider); void init_positions(World &world, SpatialMap &collider);
void device(World &world, Entity actor, Entity item); void device(World &world, Entity actor, Entity item);
void plan_motion(World& world, Position move_to); void plan_motion(World& world, Position move_to);
std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir); std::wstring draw_map(GameLevel& level, size_t view_x, size_t view_y, int compass_dir);
Entity spawn_item(World& world, const string& name); Entity spawn_item(World& world, const string& name);
bool drop_item(GameLevel& level, Entity item); bool drop_item(GameLevel& level, Entity item);
void enemy_ai(GameLevel &level); void enemy_ai(GameLevel &level);
void combat(GameLevel &level, int attack_id); void combat(GameLevel& level, int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity); std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, Entity entity);
void player_status(GameLevel &level); void player_status(GameLevel &level);

@ -15,6 +15,7 @@ json load_test_data(const string &fname) {
} }
TEST_CASE("camera control", "[map]") { TEST_CASE("camera control", "[map]") {
textures::init();
components::init(); components::init();
LevelManager levels; LevelManager levels;
GameLevel level = levels.current(); GameLevel level = levels.current();
@ -33,6 +34,7 @@ TEST_CASE("camera control", "[map]") {
} }
TEST_CASE("map placement test", "[map:placement]") { TEST_CASE("map placement test", "[map:placement]") {
textures::init();
components::init(); components::init();
for(int i = 0; i < 20; i++) { for(int i = 0; i < 20; i++) {
LevelManager levels; LevelManager levels;
@ -51,6 +53,7 @@ TEST_CASE("map placement test", "[map:placement]") {
} }
TEST_CASE("dijkstra algo test", "[map]") { TEST_CASE("dijkstra algo test", "[map]") {
textures::init();
json data = load_test_data("./tests/dijkstra.json"); json data = load_test_data("./tests/dijkstra.json");
for(auto &test : data) { for(auto &test : data) {
@ -76,3 +79,53 @@ TEST_CASE("dijkstra algo test", "[map]") {
// FIX ME: REQUIRE(paths == expected); // FIX ME: REQUIRE(paths == expected);
} }
} }
TEST_CASE("map image test", "[map-sprite]") {
components::init();
textures::init();
LevelManager levels;
GameLevel level = levels.current();
auto &walls = level.map->tiles();
auto &tile_set = textures::get_map_tile_set();
sf::Vector2i size{64,64};
matrix::dump("TILES?", walls);
std::unordered_map<wchar_t, sf::Vector2i> sprite_coord;
Config config("./assets/map_tiles.json");
json& tiles = config.json();
for(auto tile : tiles) {
sf::Vector2i coords{tile["x"], tile["y"]};
sprite_coord.insert_or_assign(tile["display"], coords);
}
sf::Vector2u dim{
(unsigned int)matrix::width(walls) * size.x,
(unsigned int)matrix::height(walls) * size.y};
sf::RenderTexture render{dim};
render.clear({50,50,50,255});
sf::Texture map_sprites{"./assets/map_tiles.png"};
for(matrix::each_row it{walls}; it.next();) {
size_t tid = walls[it.y][it.x];
wchar_t display = tile_set[tid];
REQUIRE(sprite_coord.contains(display));
auto coords = sprite_coord.at(display);
sf::IntRect square{coords, size};
sf::Sprite sprite{map_sprites, square};
sprite.setColor({150,150,150,255});
sprite.setPosition({float(it.x) * float(size.x), float(it.y) * float(size.y)});
render.draw(sprite);
}
render.display();
sf::Image out_img = render.getTexture().copyToImage();
bool worked = out_img.saveToFile("map_test.png");
REQUIRE(worked);
}

@ -12,7 +12,7 @@
namespace fs = std::filesystem; namespace fs = std::filesystem;
constexpr const int TILE_COUNT=10; constexpr const int TILE_COUNT=10;
constexpr const sf::Color DEFAULT_COLOR{255, 255, 255, 255}; constexpr const sf::Color DEFAULT_COLOR{255, 255, 255, 255};
constexpr const size_t DEFAULT_DIM=128; constexpr const size_t DEFAULT_DIM=64;
using namespace shiterator; using namespace shiterator;

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