From b1086c978996e522f133b4c6bdc59c95016eec0a Mon Sep 17 00:00:00 2001 From: tslil clingman <> Date: Sun, 5 Sep 2021 11:43:38 -0400 Subject: Sprite rendering skeleton! Except that i'm not satisfied. It would appear that we're computing various distances more-or-less exactly in the sprite rendering process, but this is at odds with the walls and floors which -- by virtue of the linear interpolation garbage -- don't agree about where things are. The net result is that there are at least two fudge factors: - to account to for the incorrect height of the floors i shift the sprites up by 0.2 - to account for the incorrect wall distances i add 1 to the z_buffer comparison These fudges are ugly and empirical. Still to do: for more than one object we have to sort by distance first! --- src/map.zig | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) (limited to 'src/map.zig') diff --git a/src/map.zig b/src/map.zig index 8093e21..92ca5be 100644 --- a/src/map.zig +++ b/src/map.zig @@ -20,6 +20,14 @@ const std = @import("std"); // Let's pretend that our units are meters pub const MAX_HEIGHT: f32 = 2.5; +pub const Object = struct { + height : f32, + width : f32, + texture : u8, + pos_x : f32, + pos_y : f32, +}; + pub const Cell = struct { height: f32, wall_texture: u8 = 0, @@ -34,9 +42,11 @@ pub const Map = struct { height: u32, size: f32 = 64, cells: std.ArrayList(Cell), + objects: std.ArrayList(Object), pub fn deinit(self: Map) void { self.cells.deinit(); + self.objects.deinit(); } pub fn new(width: u32, height: u32, alloc: *std.mem.Allocator) !Map { @@ -44,7 +54,9 @@ pub const Map = struct { try cells.ensureTotalCapacity(width * height); try cells.appendNTimes(Cell.floor, width * height); - return Map{ .width = width, .height = height, .cells = cells }; + var objects = std.ArrayList(Object).init(alloc); + + return Map{ .width = width, .height = height, .cells = cells, .objects = objects }; } pub fn inBounds(self: Map, x: i32, y: i32) bool { -- cgit v1.3.1