Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.

master
Zed A. Shaw 1 month ago
parent 0882851b3f
commit 51858ea399
  1. 2
      assets/config.json
  2. BIN
      assets/undead_peasant-spritesheet.png
  3. 2
      constants.hpp
  4. 4
      raycaster.cpp
  5. 2
      raycaster.hpp
  6. 3
      texture.cpp

@ -1,7 +1,7 @@
{
"textures": [
"assets/floor_tile_test-256.png",
"assets/wall_texture_test-256.png",
"assets/floor_tile_test-256.png",
"assets/ceiling_test-256.png",
"assets/wood_wall-256.png"
],

Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

@ -8,7 +8,7 @@ constexpr const int RAY_VIEW_X=(1280 - RAY_VIEW_WIDTH);
constexpr const int RAY_VIEW_Y=0;
constexpr const int SCREEN_HEIGHT=720;
constexpr const int SCREEN_WIDTH=1280;
constexpr const bool VSYNC=true;
constexpr const bool VSYNC=false;
constexpr const int FRAME_LIMIT=60;
#ifdef NDEBUG
constexpr const bool DEBUG_BUILD=false;

@ -148,7 +148,9 @@ void Raycaster::sprite_casting() {
int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
sf_sprite->setScale({sprite_w, sprite_h});
sf_sprite->setTextureRect(sf::IntRect({texX, texY}, {texX_end - texX, textureHeight}));
auto time = $clock.getElapsedTime();
int frame = int(time.asMicroseconds() / 200.0) % 4;
sf_sprite->setTextureRect(sf::IntRect({texX + (textureWidth * frame), texY}, {texX_end - texX, textureHeight}));
sf_sprite->setPosition({x, y});
$window.draw(*sf_sprite);
}

@ -11,12 +11,14 @@
#include "dbc.hpp"
#include <memory>
#include "texture.hpp"
#include <SFML/System/Clock.hpp>
using matrix::Matrix;
using RGBA = uint32_t;
struct Raycaster {
int $pitch=0;
sf::Clock $clock;
TexturePack $textures;
double $posX = 0;

@ -14,6 +14,7 @@ sf::Image TexturePack::load_image(std::string filename) {
void TexturePack::load_textures() {
Config assets("assets/config.json");
for(string tile_path : assets["textures"]) {
images.emplace_back(load_image(tile_path));
}
@ -25,7 +26,7 @@ void TexturePack::load_textures() {
floor = load_image(assets["floor"]);
ceiling = load_image(assets["ceiling"]);
sf::Texture* sprite_texture = new sf::Texture("assets/evil_eye_test-256.png");
sf::Texture* sprite_texture = new sf::Texture("assets/undead_peasant-spritesheet.png");
sprite_texture->setSmooth(false);
sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture);
sprites.push_back({4.0, 3.55, 6, sf_sprite, sprite_texture});

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