Fix walls rendering
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256db75f37
commit
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@ -1,8 +1,10 @@
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size
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5 5
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7 7
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map
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0 0 1 1 0
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0 0 0 0 0
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2 0 0 0 0 0 2
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2 0 0 1 0 0 2
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2 0 0 1 1 0 2
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2 0 0 0 0 0 2
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2 2 2 2 2 2 2
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@ -0,0 +1,10 @@
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size
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7 7
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map
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2 2 2 2 2 2 2
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2 0 0 0 0 0 2
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2 0 0 1 0 0 2
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2 0 0 1 1 0 2
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2 1 1 2 2 2 2
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2 0 0 0 0 0 2
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2 2 2 2 2 2 2
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25
src/game.cpp
25
src/game.cpp
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@ -21,6 +21,9 @@ Game::Game()
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main_window.create(sf::VideoMode(window_side * 3, window_side * 3), "SFML-Test Application", sf::Style::Default);
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main_window.setActive();
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level->mapArray()[0][0]->setHeightShift(15);
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level->mapArray()[0][1]->setHeightShift(10);
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current_level = 1;
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//loadLevel(current_level);
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}
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@ -112,7 +115,7 @@ void Game::renderMap()
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{
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const Map &map = level->mapArray();
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float painter_x = 0, painter_y = 0;
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float painter_x = 60, painter_y = 60;
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float horizontal_shift = 0, vertical_shift = 0;
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// Brush for cell sprites
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@ -150,26 +153,26 @@ void Game::renderMap()
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vertical_shift = static_cast<float>(map[y][x]->heightShift());
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// If cell has any height value, we should draw walls for it
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/*if (vertical_shift > 0)
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if (vertical_shift > 0)
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{
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// Brush for vertical walls
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sf::ConvexShape convex_wall_brush;
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convex_wall_brush.setPointCount(6);
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convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, 0.f));
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convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, vertical_shift));
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convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height + vertical_shift));
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convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height + vertical_shift));
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convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height));
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convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, -vertical_shift));
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convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
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convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
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convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
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convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height - vertical_shift));
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convex_wall_brush.setPoint(5, sf::Vector2f(cell_width, cell_height));
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convex_wall_brush.setOutlineThickness(0);
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sf::Color wall_color = map[y][x]->color();
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sf::Color wall_color(sf::Uint8(map[y][x]->color().r - 40), sf::Uint8(map[y][x]->color().g - 40), sf::Uint8(map[y][x]->color().b - 40));
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convex_wall_brush.setFillColor(wall_color);
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convex_wall_brush.setPosition(painter_x, painter_y);
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convex_wall_brush.setPosition(painter_x + horizontal_shift, painter_y);
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main_window.draw(convex_wall_brush);
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}*/
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}
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// Draw the top surface of the cell itself
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@ -194,7 +197,7 @@ void Game::renderMap()
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}
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// Move painter to next column
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painter_y = 0;
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painter_y = 60;
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painter_x += cell_width;
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}
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