Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
raycaster/texture.cpp

46 lines
1.3 KiB

#include "texture.hpp"
#include <SFML/Graphics/Image.hpp>
#include "dbc.hpp"
#include <fmt/core.h>
#include "config.hpp"
#include "constants.hpp"
sf::Image TexturePack::load_image(std::string filename) {
sf::Image texture;
bool good = texture.loadFromFile(filename);
dbc::check(good, fmt::format("failed to load {}", filename));
return texture;
}
void TexturePack::load_textures() {
Config assets("assets/config.json");
for(string tile_path : assets["textures"]) {
images.emplace_back(load_image(tile_path));
}
for(string tile_path : assets["sprites"]) {
images.emplace_back(load_image(tile_path));
}
floor = load_image(assets["sprites"]["floor"]);
ceiling = load_image(assets["sprites"]["ceiling"]);
sf::Texture* sprite_texture = new sf::Texture(assets["sprites"]["evil_eye"]);
sprite_texture->setSmooth(false);
sf::Sprite* sf_sprite = new 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->setSmooth(false);
sword.sprite = new sf::Sprite(*sword.sprite_texture);
}
const uint32_t* TexturePack::get_texture(size_t num) {
return (const uint32_t *)images[num].getPixelsPtr();
}
Sprite &TexturePack::get_sprite(size_t sprite_num) {
return sprites[sprite_num];
}