From 51c1e04f61c56137b76dbfd795fe3d14fe84ae5e Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Sun, 26 Jan 2025 19:22:27 -0500 Subject: [PATCH] Made some progress on the refactoring but I need to start getting serious and not reworking this code to death. --- assets/config.json | 5 ++--- main.cpp | 11 ++++++----- raycaster.cpp | 6 ++++-- texture.cpp | 37 +++++++++++++++++++++++-------------- texture.hpp | 20 +++++++++++--------- 5 files changed, 46 insertions(+), 33 deletions(-) diff --git a/assets/config.json b/assets/config.json index b1485fe..a84df36 100644 --- a/assets/config.json +++ b/assets/config.json @@ -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" } } diff --git a/main.cpp b/main.cpp index 568fff8..af28dda 100644 --- a/main.cpp +++ b/main.cpp @@ -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(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)) { diff --git a/raycaster.cpp b/raycaster.cpp index e665dca..c4b9602 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -41,6 +41,8 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh $view_sprite.setPosition({0, 0}); $pixels = make_unique($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; diff --git a/texture.cpp b/texture.cpp index 9b98a71..15cdb1b 100644 --- a/texture.cpp +++ b/texture.cpp @@ -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(path); + + texture->setSmooth(false); + auto sprite = make_shared(*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) { diff --git a/texture.hpp b/texture.hpp index cd1739a..7832c22 100644 --- a/texture.hpp +++ b/texture.hpp @@ -5,35 +5,37 @@ #include #include #include +#include + +struct SpriteTexture { + std::shared_ptr sprite = nullptr; + std::shared_ptr 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 images; std::vector sprites; - std::unordered_map sprite_sheets; + std::unordered_map 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); };