Sprite is no more, now using the position from the level's world.

master
Zed A. Shaw 1 month ago
parent d0badedbd9
commit d5301acab5
  1. 13
      raycaster.cpp
  2. 4
      raycaster.hpp
  3. 6
      texture.hpp

@ -7,6 +7,7 @@
#include <fmt/core.h>
#include <memory>
#include <numbers>
#include "components.hpp"
using namespace fmt;
using std::make_unique;
@ -69,12 +70,12 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {
const Sprite& sprite_rec = $sprites.at(rec.second);
// TODO: this must die
auto sf_sprite = sprite_rec.sprite.sprite;
// BUG: eventually this needs to go away too
auto& sf_sprite = $sprites.at(rec.second).sprite;
auto sprite_pos = $level.world->get<components::Position>(rec.second);
double spriteX = sprite_rec.x - $posX;
double spriteY = sprite_rec.y - $posY;
double spriteX = double(sprite_pos.location.x) - $posX + 0.5;
double spriteY = double(sprite_pos.location.y) - $posY + 0.5;
//transform sprite with the inverse camera matrix
// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
@ -335,6 +336,6 @@ void Raycaster::set_level(GameLevel level) {
// this will need to go away too but for now everything is evil eye
for(auto &thing : $level.collision->table) {
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(thing.second, thing.first.x + 0.5, thing.first.y + 0.5, sprite_txt);
$sprites.try_emplace(thing.second, sprite_txt);
}
}

@ -1,8 +1,8 @@
#pragma once
#include <SFML/Graphics.hpp>
#include "texture.hpp"
#include <SFML/System/Clock.hpp>
#include "texture.hpp"
#include "animator.hpp"
#include "spatialmap.hpp"
#include "levelmanager.hpp"
@ -34,7 +34,7 @@ struct Raycaster {
int $height;
GameLevel $level;
Matrix $map;
std::unordered_map<DinkyECS::Entity, Sprite> $sprites;
std::unordered_map<DinkyECS::Entity, SpriteTexture> $sprites;
std::vector<double> ZBuffer; // width
Animator $anim;

@ -13,12 +13,6 @@ struct SpriteTexture {
std::shared_ptr<sf::Texture> texture = nullptr;
};
struct Sprite {
double x;
double y;
SpriteTexture sprite;
};
struct TexturePack {
std::vector<sf::Image> surfaces;
std::unordered_map<std::string, SpriteTexture> sprite_textures;

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