Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.

master
Zed A. Shaw 1 month ago
parent 6ed57cd4a8
commit 51c1e04f61
  1. 5
      assets/config.json
  2. 11
      main.cpp
  3. 6
      raycaster.cpp
  4. 37
      texture.cpp
  5. 20
      texture.hpp

@ -7,12 +7,11 @@
],
"sprites": {
"armored_knight": "assets/armored_knight_1-256.png",
"sword": "assets/cinqueda_1-256.png",
"sword": "assets/cinqueda_1-512.png",
"barrel": "assets/wood_barrel_large-256.png",
"evil_eye": "assets/evil_eye_test-256.png",
"peasant_girl": "assets/undead_peasant-256.png",
"floor": "assets/floor_tile_test-256.png",
"ceiling": "assets/ceiling_test-256.png",
"weapon": "assets/cinqueda_1-256.png"
"ceiling": "assets/ceiling_test-256.png"
}
}

@ -31,10 +31,10 @@ void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
window.draw(text);
}
void draw_weapon(sf::RenderWindow &window, sf::Sprite *weapon, float rotation) {
weapon->setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
weapon->setRotation(sf::degrees(rotation));
window.draw(*weapon);
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
weapon.setRotation(sf::degrees(rotation));
window.draw(weapon);
}
int main() {
@ -74,8 +74,9 @@ int main() {
auto elapsed = std::chrono::duration<double>(end - start);
stats.sample(1/elapsed.count());
auto weapon_sprite_ptr = rayview.$textures.sword.sprite;
draw_gui(window, text, stats);
draw_weapon(window, rayview.$textures.sword.sprite, rotation);
draw_weapon(window, *weapon_sprite_ptr, rotation);
window.display();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {

@ -41,6 +41,8 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh
$view_sprite.setPosition({0, 0});
$pixels = make_unique<RGBA[]>($width * $height);
$textures.load_textures();
$textures.load_sprites();
$textures.position_sprite(4.0, 3.55, "evil_eye");
$view_texture.setSmooth(false);
}
@ -86,8 +88,8 @@ void Raycaster::sprite_casting() {
for(int i = 0; i < $textures.NUM_SPRITES; i++) {
int sprite_index = spriteOrder[i];
Sprite& sprite_rec = $textures.get_sprite(sprite_index);
// auto& sprite_texture = $textures.get_texture(sprite_rec.texture);
sf::Sprite *sf_sprite = sprite_rec.sprite;
// TODO: this must die
auto sf_sprite = sprite_rec.sprite.sprite;
double spriteX = sprite_rec.x - $posX;
double spriteY = sprite_rec.y - $posY;

@ -5,6 +5,8 @@
#include "config.hpp"
#include "constants.hpp"
using std::shared_ptr, std::make_shared;
sf::Image TexturePack::load_image(std::string filename) {
sf::Image texture;
bool good = texture.loadFromFile(filename);
@ -12,29 +14,36 @@ sf::Image TexturePack::load_image(std::string filename) {
return texture;
}
void TexturePack::load_textures() {
void TexturePack::load_sprites() {
Config assets("assets/config.json");
for(string tile_path : assets["textures"]) {
images.emplace_back(load_image(tile_path));
for(auto& el : assets["sprites"].items()) {
string path = el.value();
auto texture = make_shared<sf::Texture>(path);
texture->setSmooth(false);
auto sprite = make_shared<sf::Sprite>(*texture);
string name = el.key();
sprite_textures[name] = {sprite, texture};
}
for(string tile_path : assets["sprites"]) {
sword = sprite_textures["sword"];
}
void TexturePack::position_sprite(double x, double y, string name) {
sprites.emplace_back(x, y, sprite_textures[name]);
}
void TexturePack::load_textures() {
Config assets("assets/config.json");
for(string tile_path : assets["textures"]) {
images.emplace_back(load_image(tile_path));
}
floor = load_image(assets["sprites"]["floor"]);
ceiling = load_image(assets["sprites"]["ceiling"]);
sf::Texture* sprite_texture = new sf::Texture(assets["sprites"]["evil_eye"]);
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});
sword.sprite_texture = new sf::Texture("assets/cinqueda_1-512.png");
sword.sprite_texture->setSmooth(false);
sword.sprite = new sf::Sprite(*sword.sprite_texture);
}
const uint32_t* TexturePack::get_texture(size_t num) {

@ -5,35 +5,37 @@
#include <string>
#include <SFML/Graphics.hpp>
#include <unordered_map>
#include <memory>
struct SpriteTexture {
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
};
struct Sprite {
double x;
double y;
int texture;
sf::Sprite *sprite = nullptr;
sf::Texture *sprite_texture = nullptr;
SpriteTexture sprite;
double elevation=0;
int uDiv=1;
int vDiv=1;
};
struct SpriteTexture {
sf::Sprite *sprite = nullptr;
sf::Texture *sprite_texture = nullptr;
};
struct TexturePack {
int NUM_SPRITES=1;
std::vector<sf::Image> images;
std::vector<Sprite> sprites;
std::unordered_map<std::string, SpriteTexture> sprite_sheets;
std::unordered_map<std::string, SpriteTexture> sprite_textures;
sf::Image floor;
sf::Image ceiling;
SpriteTexture sword;
void load_textures();
void load_sprites();
sf::Image load_image(std::string filename);
Sprite& get_sprite(size_t sprite_num);
const uint32_t* get_texture(size_t num);
// this needs to go into a map place
void position_sprite(double x, double y, std::string name);
};

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