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-rw-r--r--src/main.zig4
-rw-r--r--src/raycast.zig2
2 files changed, 2 insertions, 4 deletions
diff --git a/src/main.zig b/src/main.zig
index 8f8753d..2dec9be 100644
--- a/src/main.zig
+++ b/src/main.zig
@@ -111,7 +111,7 @@ pub fn main() !void {
var back_sprite = try sf.Sprite.createFromTexture(back_texture);
defer back_sprite.destroy();
- back_sprite.setScale(.{ .x = 4.0 * constants.ScreenWidth / constants.BackTextureWidth, .y = constants.ScreenHeight / (2 * constants.BackTextureHeight) });
+ back_sprite.setScale(.{ .x = 4.0 * constants.ScreenWidth / constants.BackTextureWidth, .y = constants.ScreenHeight / constants.BackTextureHeight });
// Load wall textures
var wall_textures = try sf.Texture.createFromFile("walls.png");
@@ -180,8 +180,6 @@ pub fn main() !void {
player.acc_y -= std.math.sin(player.ang) * acc_mag;
}
- window.clear(sf.Color.fromRGB(100, 100, 100));
-
// First the background
const back_scroll = @floatToInt(i32, -constants.BackTextureWidth * player.ang / (2 * PI));
back_sprite.setTextureRect(sf.IntRect{
diff --git a/src/raycast.zig b/src/raycast.zig
index 2b377de..6711cb2 100644
--- a/src/raycast.zig
+++ b/src/raycast.zig
@@ -322,7 +322,7 @@ pub fn Player(PlaneWidth: f32, PlaneHeight: f32) type {
rendered_floors_texture: Texture,
map: level.Map,
) !void {
- var pixels = [_]Colour{Colour.Black} ** (PlaneWidth * PlaneHeight);
+ var pixels = [_]Colour{Colour.fromRGBA(0, 0, 0, 0)} ** (PlaneWidth * PlaneHeight);
// Again, another TERRIBLE hack: we do the same nasty linear
// interpolation trick and for whatever reason the floors look fine.