Closer to what I want for sprite loading but still needs more work.

master
Zed A. Shaw 1 month ago
parent 51858ea399
commit 6ed57cd4a8
  1. 17
      assets/config.json
  2. 4
      raycaster.cpp
  3. 7
      texture.cpp
  4. 10
      texture.hpp

@ -5,13 +5,14 @@
"assets/ceiling_test-256.png", "assets/ceiling_test-256.png",
"assets/wood_wall-256.png" "assets/wood_wall-256.png"
], ],
"sprites": [ "sprites": {
"assets/armored_knight_1-256.png", "armored_knight": "assets/armored_knight_1-256.png",
"assets/cinqueda_1-256.png", "sword": "assets/cinqueda_1-256.png",
"assets/wood_barrel_large-256.png", "barrel": "assets/wood_barrel_large-256.png",
"assets/evil_eye_test-256.png", "evil_eye": "assets/evil_eye_test-256.png",
"assets/undead_peasant-256.png" "peasant_girl": "assets/undead_peasant-256.png",
],
"floor": "assets/floor_tile_test-256.png", "floor": "assets/floor_tile_test-256.png",
"ceiling": "assets/ceiling_test-256.png" "ceiling": "assets/ceiling_test-256.png",
"weapon": "assets/cinqueda_1-256.png"
}
} }

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

@ -23,12 +23,13 @@ void TexturePack::load_textures() {
images.emplace_back(load_image(tile_path)); images.emplace_back(load_image(tile_path));
} }
floor = load_image(assets["floor"]); floor = load_image(assets["sprites"]["floor"]);
ceiling = load_image(assets["ceiling"]); ceiling = load_image(assets["sprites"]["ceiling"]);
sf::Texture* sprite_texture = new sf::Texture("assets/undead_peasant-spritesheet.png"); sf::Texture* sprite_texture = new sf::Texture(assets["sprites"]["evil_eye"]);
sprite_texture->setSmooth(false); sprite_texture->setSmooth(false);
sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture); sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture);
sprites.push_back({4.0, 3.55, 6, 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 = new sf::Texture("assets/cinqueda_1-512.png");

@ -4,6 +4,7 @@
#include <vector> #include <vector>
#include <string> #include <string>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <unordered_map>
struct Sprite { struct Sprite {
double x; double x;
@ -11,20 +12,25 @@ struct Sprite {
int texture; int texture;
sf::Sprite *sprite = nullptr; sf::Sprite *sprite = nullptr;
sf::Texture *sprite_texture = nullptr; sf::Texture *sprite_texture = nullptr;
// ZED: this should be a separate transform parameter
double elevation=0; double elevation=0;
int uDiv=1; int uDiv=1;
int vDiv=1; int vDiv=1;
}; };
struct SpriteTexture {
sf::Sprite *sprite = nullptr;
sf::Texture *sprite_texture = nullptr;
};
struct TexturePack { struct TexturePack {
int NUM_SPRITES=1; int NUM_SPRITES=1;
std::vector<sf::Image> images; std::vector<sf::Image> images;
std::vector<Sprite> sprites; std::vector<Sprite> sprites;
std::unordered_map<std::string, SpriteTexture> sprite_sheets;
sf::Image floor; sf::Image floor;
sf::Image ceiling; sf::Image ceiling;
Sprite sword; SpriteTexture sword;
void load_textures(); void load_textures();
sf::Image load_image(std::string filename); sf::Image load_image(std::string filename);

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