Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
raycaster/map_view.cpp

72 lines
2.5 KiB

#include "map_view.hpp"
#include <functional>
#include <string>
#include "systems.hpp"
namespace gui {
using namespace components;
using ftxui::Color;
MapViewUI::MapViewUI(GameLevel &level) :
Panel(0, 0, 0, 0, true),
$level(level)
{
}
void MapViewUI::update_level(GameLevel &level) {
$level = level;
}
void MapViewUI::draw_map() {
const auto& debug = $level.world->get_the<Debug>();
const auto& player = $level.world->get_the<Player>();
const auto& player_position = $level.world->get<Position>(player.entity);
Point start = $level.map->center_camera(player_position.location, width, height);
auto &tiles = $level.map->tiles();
auto &paths = $level.map->paths();
auto &lighting = $level.lights->lighting();
// WARN: this is exploiting that -1 in size_t becomes largest
size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
for(size_t y = 0; y < end_y; ++y) {
for(size_t x = 0; x < end_x; ++x)
{
const Tile& tile = tiles.at(start.x+x, start.y+y);
// light value is an integer that's a percent
float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
$canvas.DrawText(x * 2, y * 4, num, [dnum, tile](auto &pixel) {
pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
pixel.background_color = Color::HSV(30, 20, tile.foreground[2] * 50 * PERCENT);
});
} else {
$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
pixel.background_color = Color::HSV(tile.background[0], tile.background[1], tile.background[2] * light_value);
});
}
}
}
System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
}
void MapViewUI::create_render() {
set_renderer(Renderer([&] {
draw_map();
return canvas($canvas);
}));
}
void MapViewUI::resize_canvas() {
// set canvas to best size
$canvas = Canvas(width * 2, height * 4);
}
}