One step closer to map rendering from tile sprites.

master
Zed A. Shaw 1 day ago
parent dd541ae59d
commit a3f82139e9
  1. 3
      matrix.cpp
  2. 12
      matrix.hpp
  3. 11
      systems.cpp
  4. 47
      tests/map.cpp

@ -1,8 +1,5 @@
#include "matrix.hpp"
#include "dbc.hpp"
#include <fmt/core.h>
#include <cmath>
#include <cstdlib>
#include "constants.hpp"
using namespace fmt;

@ -1,24 +1,12 @@
#pragma once
#include <vector>
#include <queue>
#include <string>
#include <array>
#include <numeric>
#include <algorithm>
#include <fmt/core.h>
#include "point.hpp"
#include "rand.hpp"
#include "dbc.hpp"
#include "shiterator.hpp"
namespace matrix {
using Row = shiterator::BaseRow<int>;
using Matrix = shiterator::Base<int>;
using viewport = shiterator::viewport_t<Matrix>;
using each_cell = shiterator::each_cell_t<Matrix>;
using each_row = shiterator::each_row_t<Matrix>;

@ -408,16 +408,20 @@ void System::plan_motion(World& world, Position move_to) {
}
void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
(void)compass_dir;
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid);
size_t view_y = matrix::height(grid);
size_t view_x = matrix::width(grid) - 1;
size_t view_y = matrix::height(grid) - 1;
auto player_pos = world.get<Position>(level.player).location;
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
auto &tiles = map.tiles();
auto &tile_set = textures::get_map_tile_set();
/* I'm doing double tid->wchar_t conversion here, maybe just
* render the tids into the grid then let someone else do this. */
// first fill it with the map cells
for(shiterator::each_cell_t it{grid}; it.next();) {
size_t tile_y = size_t(it.y) + cam_orig.y;
@ -438,7 +442,8 @@ void System::draw_map(GameLevel& level, Matrix& grid, int compass_dir) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
if(ent == level.player) {
grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
// grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
grid[view_pos.y][view_pos.x] = 41981;
} else {
grid[view_pos.y][view_pos.x] = entity_glyph.display;
}

@ -4,6 +4,7 @@
#include <fstream>
#include "map.hpp"
#include "levelmanager.hpp"
#include "systems.hpp"
using namespace fmt;
using namespace nlohmann;
@ -80,26 +81,21 @@ TEST_CASE("dijkstra algo test", "[map]") {
}
}
sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
auto &walls = level.map->tiles();
auto &tile_set = textures::get_map_tile_set();
sf::Sprite render_map(Matrix& tiles, sf::RenderTexture& render) {
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM};
sf::Vector2u dim{
(unsigned int)matrix::width(walls) * size.x,
(unsigned int)matrix::height(walls) * size.y};
(unsigned int)matrix::width(tiles) * size.x,
(unsigned int)matrix::height(tiles) * size.y};
bool worked = render.resize(dim);
dbc::check(worked, "Failed to resize map render target.");
render.clear({0,0,0,0});
for(matrix::each_row it{walls}; it.next();) {
size_t tid = walls[it.y][it.x];
wchar_t display = tile_set[tid];
for(matrix::each_row it{tiles}; it.next();) {
wchar_t display = tiles[it.y][it.x];
if(display == L' ') continue; // skip for now
auto& sprite = textures::get_map_sprite(display);
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)});
render.draw(sprite);
@ -109,42 +105,21 @@ sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) {
return sf::Sprite{render.getTexture()};
}
sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) {
render.clear({0,0,0,0});
render.draw(map_sprite);
level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) {
auto sprite = textures::get_map_sprite(entity_glyph.display);
sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)});
render.draw(sprite);
});
render.display();
return sf::Sprite{render.getTexture()};
}
TEST_CASE("map image test", "[map-sprite]") {
components::init();
textures::init();
LevelManager levels;
GameLevel level = levels.current();
Matrix map_tiles = matrix::make(7,7);
System::draw_map(level, map_tiles, 2);
// on level start make one render texture with the base map
auto render = std::make_shared<sf::RenderTexture>();
auto map_sprite = render_map(level, *render);
// every turn render the map to the entities texture, then render
// entities on this image, that way I just have to render them
auto entities = std::make_shared<sf::RenderTexture>(render->getSize());
render_entities(level, map_sprite, *entities);
auto map_sprite = render_map(map_tiles, *render);
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile("map_render.png");
REQUIRE(worked);
// this has entities on it
out_img = entities->getTexture().copyToImage();
worked = out_img.saveToFile("map_entities.png");
REQUIRE(worked);
}

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