#include "minimap.h" #include #include "maths.h" #include "level.h" static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera); static void drawRays(sf::RenderTarget* renderTarget, Camera* camera); static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color); static sf::RenderTexture minimap; static unsigned int minimapSize; int minimap_init(unsigned int size) { printf("minimap_init()\n"); minimapSize = size; if (!minimap.create(size, size)) return 0; level_init(); return 1; } void minimap_update(sf::RenderTarget* renderTarget, Camera* camera) { if (!renderTarget || !camera) return; minimap.clear(); level_update(&minimap, minimapSize); drawCamera(&minimap, camera); minimap.display(); sf::Sprite sprite(minimap.getTexture()); renderTarget->draw(sprite); } static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera) { const sf::Vector2f scaledPos = camera->pos * camera->drawScale; const float circleRadius = 0.02f * minimapSize; sf::CircleShape circle(circleRadius); circle.setPosition(scaledPos); circle.setOrigin(circleRadius, circleRadius); circle.setFillColor(sf::Color::Green); drawRays(renderTarget, camera); drawLine(renderTarget, scaledPos, camera->direction, minimapSize / 5.f, sf::Color::Red); renderTarget->draw(circle); } static void drawRays(sf::RenderTarget* renderTarget, Camera* camera) { const sf::Vector2f scaledPos = camera->pos * camera->drawScale; float rayDirection = 0; float rayDirectionStep = camera->fov / (float)camera->resolution; bool isOddResolution = (camera->resolution % 2); float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f; for (unsigned int i = 0; i < camera->resolution; i++) { if (isOddResolution && i == 0) rayDirection = camera->direction; else if (i % 2) rayDirection = camera->direction - rayDirectionOffset; else rayDirection = camera->direction + rayDirectionOffset; float distance = level_rayCastDistance(camera->pos, rayDirection) * camera->drawScale; drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100)); if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep; } } static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color) { if (!renderTarget) return; sf::Vector2f endOffset(length * cos(angle), length * sin(angle)); sf::Vertex start(pos); sf::Vertex end(pos + endOffset); start.color = color; end.color = color; sf::Vertex line[] = { start, end }; renderTarget->draw(line, 2, sf::Lines); }