|
|
|
@ -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); |
|
|
|
|
} |
|
|
|
|