Remove draw scale from Camera struct.
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+14
-4
@@ -10,19 +10,29 @@ static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float ang
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static sf::RenderTexture minimap;
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static bool init = false;
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static unsigned int minimapSize;
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static float drawScale;
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int minimap_init(unsigned int size)
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{
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printf("minimap_init()\n");
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minimapSize = size;
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if (!minimap.create(size, size)) return 0;
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level_init();
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unsigned int width, height;
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level_getDimensions(&width, &height);
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minimapSize = size;
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drawScale = (float)size/(float)width;
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init = true;
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return 1;
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}
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void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
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{
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if (!init) return;
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if (!renderTarget || !camera) return;
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minimap.clear();
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level_update(&minimap, minimapSize);
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@@ -35,7 +45,7 @@ void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
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static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
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const sf::Vector2f scaledPos = camera->pos * drawScale;
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const float circleRadius = 0.02f * minimapSize;
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sf::CircleShape circle(circleRadius);
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circle.setPosition(scaledPos);
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@@ -49,7 +59,7 @@ static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
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static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
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{
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const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
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const sf::Vector2f scaledPos = camera->pos * drawScale;
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float rayDirection = 0;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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@@ -64,7 +74,7 @@ static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
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else
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rayDirection = camera->direction + rayDirectionOffset;
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float distance = level_rayCastDistance(camera->pos, rayDirection) * camera->drawScale;
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float distance = level_rayCastDistance(camera->pos, rayDirection) * drawScale;
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drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100));
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