|
|
|
@ -80,71 +80,71 @@ TEST_CASE("dijkstra algo test", "[map]") { |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
sf::Sprite render_sprite(std::unordered_map<wchar_t, sf::Vector2i>& sprite_coord, sf::Vector2i size, wchar_t display, sf::Texture& map_sprites) { |
|
|
|
|
auto coords = sprite_coord.at(display); |
|
|
|
|
sf::IntRect square{coords, {size.x, size.y}}; |
|
|
|
|
sf::Sprite sprite{map_sprites, square}; |
|
|
|
|
return sprite; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
TEST_CASE("map image test", "[map-sprite]") { |
|
|
|
|
components::init(); |
|
|
|
|
textures::init(); |
|
|
|
|
LevelManager levels; |
|
|
|
|
GameLevel level = levels.current(); |
|
|
|
|
sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) { |
|
|
|
|
auto &walls = level.map->tiles(); |
|
|
|
|
|
|
|
|
|
auto &tile_set = textures::get_map_tile_set(); |
|
|
|
|
|
|
|
|
|
sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM}; |
|
|
|
|
matrix::dump("TILES?", walls); |
|
|
|
|
|
|
|
|
|
std::unordered_map<wchar_t, sf::Vector2i> sprite_coord; |
|
|
|
|
|
|
|
|
|
Config config("./assets/map_tiles.json"); |
|
|
|
|
json& tiles = config.json(); |
|
|
|
|
|
|
|
|
|
for(auto tile : tiles) { |
|
|
|
|
sf::Vector2i coords{tile["x"], tile["y"]}; |
|
|
|
|
REQUIRE(coords.x % size.x == 0); |
|
|
|
|
REQUIRE(coords.y % size.y == 0); |
|
|
|
|
sprite_coord.insert_or_assign(tile["display"], coords); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
sf::Vector2u dim{ |
|
|
|
|
(unsigned int)matrix::width(walls) * size.x, |
|
|
|
|
(unsigned int)matrix::height(walls) * size.y}; |
|
|
|
|
|
|
|
|
|
sf::RenderTexture render{dim}; |
|
|
|
|
render.clear({0,0,0,0}); |
|
|
|
|
bool worked = render.resize(dim); |
|
|
|
|
dbc::check(worked, "Failed to resize map render target."); |
|
|
|
|
|
|
|
|
|
sf::Texture map_sprites{"./assets/map_tiles.png"}; |
|
|
|
|
sf::Texture paper{"./assets/ui/full_screen_paper.png"}; |
|
|
|
|
sf::Sprite paper_sprite{paper}; |
|
|
|
|
paper_sprite.scale({1.5f, 1.5f}); |
|
|
|
|
paper_sprite.setPosition({-30.0f, -30.0f}); |
|
|
|
|
render.draw(paper_sprite); |
|
|
|
|
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]; |
|
|
|
|
REQUIRE(sprite_coord.contains(display)); |
|
|
|
|
|
|
|
|
|
auto sprite = render_sprite(sprite_coord, size, display, map_sprites); |
|
|
|
|
auto& sprite = textures::get_map_sprite(display); |
|
|
|
|
sprite.setPosition({float(it.x * size.x), float(it.y * size.y)}); |
|
|
|
|
render.draw(sprite); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
level.world->query<components::Position, components::Tile>([&](auto, auto &pos, auto &entity_glyph) { |
|
|
|
|
REQUIRE(sprite_coord.contains(entity_glyph.display)); |
|
|
|
|
render.display(); |
|
|
|
|
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); |
|
|
|
|
|
|
|
|
|
auto sprite = render_sprite(sprite_coord, size, entity_glyph.display, map_sprites); |
|
|
|
|
sprite.setPosition({float(pos.location.x * size.x), float(pos.location.y * size.y)}); |
|
|
|
|
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(); |
|
|
|
|
sf::Image out_img = render.getTexture().copyToImage(); |
|
|
|
|
bool worked = out_img.saveToFile("map_test.png"); |
|
|
|
|
return sf::Sprite{render.getTexture()}; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
TEST_CASE("map image test", "[map-sprite]") { |
|
|
|
|
components::init(); |
|
|
|
|
textures::init(); |
|
|
|
|
|
|
|
|
|
LevelManager levels; |
|
|
|
|
GameLevel level = levels.current(); |
|
|
|
|
// 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); |
|
|
|
|
|
|
|
|
|
// 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); |
|
|
|
|
} |
|
|
|
|