First hack to get a random gen map going.

master
Zed A. Shaw 1 month ago
parent 2daa1c9bd5
commit 56d67aba28
  1. 28
      assets/tiles.json
  2. 53
      main.cpp
  3. 2
      raycaster.cpp
  4. 6
      texture.cpp
  5. 4
      texture.hpp
  6. 2
      tilemap.cpp
  7. 9
      worldbuilder.cpp

@ -1,20 +1,30 @@
{ {
"WALL_TILE": { "FLOOR_TILE": {
"id": "0",
"foreground": [40, 15, 125],
"background": [200, 15, 75],
"collision": false,
"display":"\u289e"
},
"WALL_PLAIN": {
"id": 1,
"foreground": [230, 20, 30], "foreground": [230, 20, 30],
"background": [230, 20, 120], "background": [230, 20, 120],
"collision": true, "collision": true,
"display": "\ua5b8" "display": "\ua5b8"
}, },
"FLOOR_TILE": { "WALL_VINES": {
"id": 2,
"foreground": [40, 15, 125], "foreground": [40, 15, 125],
"background": [200, 15, 75], "background": [200, 29, 75],
"collision": false, "collision": false,
"display":"\u289e" "display":"\u19f0"
}, },
"CEILING_TILE": { "WALL_PILLAR": {
"foreground": [159, 164, 15], "id": 3,
"background": [199, 15, 79], "foreground": [40, 15, 125],
"collision": true, "background": [200, 29, 75],
"display":"\u2274" "collision": false,
"display":"\u16de"
} }
} }

@ -5,18 +5,7 @@
#include <functional> #include <functional>
#include "constants.hpp" #include "constants.hpp"
#include "stats.hpp" #include "stats.hpp"
#include "worldbuilder.hpp"
Matrix MAP{
{1,1,1,3,2,3,1,1,1},
{1,0,1,0,0,0,0,0,1},
{1,0,1,0,0,1,1,0,1},
{3,0,0,0,0,0,0,0,3},
{2,1,0,0,0,0,0,1,2},
{3,0,0,1,1,1,0,0,3},
{1,0,0,0,0,0,1,1,1},
{1,0,0,0,0,0,0,0,1},
{1,1,1,3,2,3,1,1,1}
};
void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) { void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT}); sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
@ -31,6 +20,38 @@ void draw_gui(sf::RenderWindow &window, sf::Text &text, Stats &stats) {
window.draw(text); window.draw(text);
} }
Matrix generate_map(Map& map, Point &player) {
// generate the world and make the map
WorldBuilder builder(map);
builder.generate_map();
bool can_place = map.place_entity(1, player);
dbc::check(can_place, "couldn't place the player");
auto &tiles = map.tiles();
tiles.dump(player.x, player.y);
auto bad_map = matrix::make(tiles.width(), tiles.height());
for(matrix::each_cell it(tiles.$tile_ids); it.next();) {
switch(tiles.$tile_ids[it.y][it.x]) {
case 0x289e:
bad_map[it.y][it.x] = 0; break;
case 0xa5b8:
bad_map[it.y][it.x] = 1; break;
case 0x19f0:
bad_map[it.y][it.x] = 2; break;
case 0x16de:
bad_map[it.y][it.x] = 3; break;
default:
bad_map[it.y][it.x] = 0;
}
}
matrix::dump("CONVERTED MAP", bad_map);
return bad_map;
}
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) { void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2}); weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
weapon.setRotation(sf::degrees(rotation)); weapon.setRotation(sf::degrees(rotation));
@ -45,13 +66,13 @@ int main() {
text.setFillColor({255,255,255}); text.setFillColor({255,255,255});
text.setPosition({10,10}); text.setPosition({10,10});
//ZED this should set with a function Map map(30, 30);
float player_x = matrix::width(MAP) / 2; Point player{0, 0};
float player_y = matrix::height(MAP) / 2; auto MAP = generate_map(map, player);
Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player_x, player_y); rayview.position_camera(player.x, player.y);
rayview.init_shaders(); rayview.init_shaders();
double moveSpeed = 0.1; double moveSpeed = 0.1;

@ -240,7 +240,7 @@ void Raycaster::cast_rays() {
int drawEnd = lineHeight / 2 + $height / 2 + $pitch; int drawEnd = lineHeight / 2 + $height / 2 + $pitch;
if(drawEnd >= $height) drawEnd = $height - 1; if(drawEnd >= $height) drawEnd = $height - 1;
auto texture = $textures.get_texture($map[mapY][mapX] - 1); auto texture = $textures.get_surface($map[mapY][mapX] - 1);
// calculate value of wallX // calculate value of wallX
double wallX; // where exactly the wall was hit double wallX; // where exactly the wall was hit

@ -39,15 +39,15 @@ void TexturePack::load_textures() {
Config assets("assets/config.json"); Config assets("assets/config.json");
for(string tile_path : assets["textures"]) { for(string tile_path : assets["textures"]) {
images.emplace_back(load_image(tile_path)); surfaces.emplace_back(load_image(tile_path));
} }
floor = load_image(assets["sprites"]["floor"]); floor = load_image(assets["sprites"]["floor"]);
ceiling = load_image(assets["sprites"]["ceiling"]); ceiling = load_image(assets["sprites"]["ceiling"]);
} }
const uint32_t* TexturePack::get_texture(size_t num) { const uint32_t* TexturePack::get_surface(size_t num) {
return (const uint32_t *)images[num].getPixelsPtr(); return (const uint32_t *)surfaces[num].getPixelsPtr();
} }
Sprite &TexturePack::get_sprite(size_t sprite_num) { Sprite &TexturePack::get_sprite(size_t sprite_num) {

@ -19,7 +19,7 @@ struct Sprite {
}; };
struct TexturePack { struct TexturePack {
std::vector<sf::Image> images; std::vector<sf::Image> surfaces;
std::vector<Sprite> sprites; std::vector<Sprite> sprites;
std::unordered_map<std::string, SpriteTexture> sprite_textures; std::unordered_map<std::string, SpriteTexture> sprite_textures;
sf::Image floor; sf::Image floor;
@ -30,7 +30,7 @@ struct TexturePack {
void load_sprites(); void load_sprites();
sf::Image load_image(std::string filename); sf::Image load_image(std::string filename);
Sprite& get_sprite(size_t sprite_num); Sprite& get_sprite(size_t sprite_num);
const uint32_t* get_texture(size_t num); const uint32_t* get_surface(size_t num);
// this needs to go into a map place // this needs to go into a map place
void position_sprite(double x, double y, std::string name); void position_sprite(double x, double y, std::string name);
}; };

@ -45,7 +45,7 @@ void TileMap::set_tile(size_t x, size_t y, string tile_name) {
void TileMap::load(matrix::Matrix &walls) { void TileMap::load(matrix::Matrix &walls) {
for(matrix::each_cell it{walls}; it.next();) { for(matrix::each_cell it{walls}; it.next();) {
string tile_name = walls[it.y][it.x] == SPACE_VALUE ? "FLOOR_TILE" : "WALL_TILE"; string tile_name = walls[it.y][it.x] == SPACE_VALUE ? "FLOOR_TILE" : "WALL_PLAIN";
set_tile(it.x, it.y, tile_name); set_tile(it.x, it.y, tile_name);
} }
} }

@ -110,10 +110,17 @@ void WorldBuilder::stylize_room(int room, string tile_name, float size) {
bool placed = $map.place_entity(room, pos_out); bool placed = $map.place_entity(room, pos_out);
dbc::check(placed, "failed to place style in room"); dbc::check(placed, "failed to place style in room");
dbc::log("FIX THE SYTLE ROOM TO VARY FLOOR OR WALL");
tile_name = tile_name == "FLOOR_TILE" ? "WALL_PLAIN" : tile_name;
for(matrix::circle it{$map.$walls, pos_out, size}; it.next();) { for(matrix::circle it{$map.$walls, pos_out, size}; it.next();) {
for(int x = it.left; x < it.right; x++) { for(int x = it.left; x < it.right; x++) {
if(!$map.iswall(x, it.y)) { if($map.iswall(x, it.y)) {
// a wall tile
$map.$tiles.set_tile(x, it.y, tile_name); $map.$tiles.set_tile(x, it.y, tile_name);
} else {
// a floor tile
$map.$tiles.set_tile(x, it.y, "FLOOR_TILE");
} }
} }
} }

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