Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/main_ui.cpp

185 lines
5.0 KiB

#include "main_ui.hpp"
#include "components.hpp"
#include "easings.hpp"
namespace gui {
using namespace components;
MainUI::MainUI(sf::RenderWindow& window) :
$window(window),
$rayview(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
}
void MainUI::dirty() {
$needs_render = true;
}
void MainUI::debug() {
auto& dbg = $level.world->get_the<Debug>();
dbg.FPS = !dbg.FPS;
dbg.PATHS = !dbg.PATHS;
if(dbg.FPS) {
// it's on now, enable things
auto player = $level.world->get_the<Player>();
auto& player_combat = $level.world->get<Combat>(player.entity);
player_combat.hp = player_combat.max_hp;
$overlay_ui.show_text("top_left", "STATS");
} else {
// it's off now, close it
$overlay_ui.close_text("top_left");
}
}
void MainUI::draw_stats() {
auto player = $level.world->get_the<Player>();
auto player_combat = $level.world->get<Combat>(player.entity);
auto map = $level.map;
std::string stats = fmt::format("STATS\n"
"HP: {}\n"
"mean:{:>8.5}\n"
"sdev: {:>8.5}\n"
"min: {:>8.5}\n"
"max: {:>8.5}\n"
"count:{:<10}\n"
"level: {} size: {}x{}\n\n"
"dir: {:0.2},{:0.2}\n\n"
"VSync? {}\n"
"FR Limit: {}\n"
"Debug? {}\n\n",
player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
$stats.max, $stats.n, $level.index, map->width(), map->height(),
$rayview.$dir_x, $rayview.$dir_y,
VSYNC, FRAME_LIMIT, DEBUG_BUILD);
$overlay_ui.show_text("top_left", stats);
}
void MainUI::draw_blood() {
auto player = $level.world->get_the<Player>();
auto player_combat = $level.world->get<Combat>(player.entity);
if(float(player_combat.hp) / float(player_combat.max_hp) < 0.5) {
$overlay_ui.show_sprite("middle", "blood_splatter");
} else {
$overlay_ui.close_sprite("middle");
}
}
void MainUI::init() {
auto& player_position = $level.world->get<Position>($level.player);
auto player = player_position.location;
$rayview.init_shaders();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
auto st = textures::get("down_the_well");
auto bounds = st.sprite->getLocalBounds();
st.sprite->setPosition({RAY_VIEW_X + bounds.size.x / 2,
RAY_VIEW_Y + bounds.size.y / 2});
st.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2});
$overlay_ui.init();
}
void MainUI::show_level() {
$show_level = true;
}
void MainUI::render() {
auto start = $stats.time_start();
if($show_level) {
auto time = $clock.getElapsedTime();
auto st = textures::get("down_the_well");
float tick = ease::in_out_back(ease::sine(time.asSeconds()));
float scale = std::lerp(1.0, 1.3, tick);
st.sprite->setScale({scale, scale});
$window.draw(*st.sprite);
$overlay_ui.show_label("middle", "INTO THE WELL YOU GO...");
} else {
if($needs_render) $rayview.render();
$rayview.draw($window);
}
$stats.sample_time(start);
$overlay_ui.render($window);
auto debug = $level.world->get_the<Debug>();
if(debug.FPS) draw_stats();
// draw_blood();
}
bool MainUI::play_rotate() {
bool done = $camera.play_rotate($rayview);
$needs_render = !done;
return done;
}
// this could be an optional that returs a Point
std::optional<Point> MainUI::play_move() {
if($camera.play_move($rayview)) {
$needs_render = false;
Point pos{
size_t($camera.target_x),
size_t($camera.target_y)};
return std::make_optional<Point>(pos);
} else {
$needs_render = true;
return std::nullopt;
}
}
void MainUI::plan_rotate(int dir) {
// -1 is left, 1 is right
$compass_dir = ($compass_dir + dir) % $compass.size();
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
$camera.plan_rotate($rayview, dir);
}
Point MainUI::plan_move(int dir, bool strafe) {
return $camera.plan_move($rayview, dir, strafe);
}
void MainUI::abort_plan() {
$camera.abort_plan($rayview);
}
void MainUI::dead_entity(DinkyECS::Entity entity) {
auto &sprite = $level.world->get<components::Sprite>(entity);
$rayview.update_sprite(entity, sprite);
}
void MainUI::update_level(GameLevel level) {
$level = level;
auto& player_position = $level.world->get<Position>($level.player);
auto player = player_position.location;
$rayview.update_level($level);
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$compass_dir = 0;
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
dirty();
}
void MainUI::mouse(int x, int y) {
if($show_level) {
$show_level = false;
$level.world->send<Events::GUI>(Events::GUI::STAIRS_DOWN, $level.player, {});
$overlay_ui.close_label("middle");
} else {
$overlay_ui.$gui.mouse(x, y);
}
}
}