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

329 lines
8.9 KiB

#include "gui.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
using namespace components;
namespace gui {
using ftxui::Color;
MapViewUI::MapViewUI(GameLevel &level) :
Panel(RAY_VIEW_X, 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, light_value](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);
}
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$renderer($window),
$level($levels.current()),
$map_view($level),
$font{FONT_FILE_NAME},
$text{$font},
$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
$text.setPosition({10,10});
$text.setFillColor({255,255,255});
$textures.load_tiles();
$textures.load_sprites();
}
void FSM::event(Event ev) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, MOVING, ev);
FSM_STATE(State, MAPPING, ev);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, END, ev);
}
}
void FSM::START(Event ) {
generate_map();
$level.world->set_the<Debug>({});
$rayview.init_shaders();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
$renderer.init_terminal();
$map_view.create_render();
$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
$map_view.resize_canvas();
state(State::IDLE);
}
void FSM::MAPPING(Event ev) {
// BUG: can't close window when in mapping
switch(ev) {
case Event::MAP_OPEN:
state(State::IDLE);
break;
case Event::CLOSE:
state(State::IDLE);
break;
case Event::TICK:
break;
default:
dbc::log("invalid event sent to MAPPING");
}
}
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)});
run_systems();
state(State::IDLE);
}
}
void FSM::ROTATING(Event ) {
if($camera.play_rotate($rayview)) {
state(State::IDLE);
}
}
void FSM::IDLE(Event ev) {
using FU = Event;
switch(ev) {
case FU::QUIT:
$window.close();
state(State::END);
return; // done
case FU::MOVE_FORWARD:
try_move(1, false);
break;
case FU::MOVE_BACK:
try_move(-1, false);
break;
case FU::MOVE_LEFT:
try_move(1, true);
break;
case FU::MOVE_RIGHT:
try_move(-1, true);
break;
case FU::ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::ROTATING);
break;
case FU::ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
case FU::MAP_OPEN:
state(State::MAPPING);
break;
case FU::CLOSE:
dbc::log("Nothing to close.");
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
void FSM::try_move(int dir, bool strafe) {
// prevent moving into occupied space
Point move_to = $camera.plan_move($rayview, dir, strafe);
if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
state(State::MOVING);
} else {
state(State::IDLE);
$camera.abort_plan($rayview);
}
}
void FSM::END(Event ev) {
fmt::println("END: received event after done: {}", int(ev));
}
void FSM::keyboard() {
while(const auto keyev = $window.pollEvent()) {
if(keyev->is<sf::Event::Closed>()) {
event(Event::QUIT);
}
if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::W:
event(Event::MOVE_FORWARD);
break;
case KEY::S:
event(Event::MOVE_BACK);
break;
case KEY::Q:
event(Event::ROTATE_LEFT);
break;
case KEY::E:
event(Event::ROTATE_RIGHT);
break;
case KEY::D:
event(Event::MOVE_RIGHT);
break;
case KEY::A:
event(Event::MOVE_LEFT);
break;
case KEY::R:
$stats.reset();
break;
case KEY::M:
event(Event::MAP_OPEN);
break;
case KEY::Escape:
event(Event::CLOSE);
break;
default:
break; // ignored
}
}
}
}
void FSM::draw_weapon() {
auto weapon = $rayview.$textures.sword.sprite;
weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2});
weapon->setRotation(sf::degrees($rotation));
$window.draw(*weapon);
}
void FSM::draw_gui() {
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
rect.setPosition({0,0});
rect.setFillColor({50, 50, 50});
$window.draw(rect);
$text.setString(
fmt::format("FPS\n"
"mean:{:>8.5}\n"
"sdev: {:>8.5}\n"
"min: {:>8.5}\n"
"max: {:>8.5}\n"
"count:{:<10}\n\n"
"VSync? {}\n"
"FR Limit: {}\n"
"Debug? {}\n\n"
"dir: {:>2.02},{:>2.02}\n"
"pos: {:>2.02},{:>2.02}\n\n",
$stats.mean(), $stats.stddev(), $stats.min,
$stats.max, $stats.n, VSYNC,
FRAME_LIMIT, DEBUG_BUILD, $rayview.$dir_x,
$rayview.$dir_y, $rayview.$pos_x, $rayview.$pos_y));
$window.draw($text);
}
void FSM::render() {
auto start = std::chrono::high_resolution_clock::now();
if(in_state(State::MAPPING)) {
$window.clear();
$map_view.render();
$renderer.draw($map_view);
} else {
$rayview.draw($window);
}
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration<double>(end - start);
$stats.sample(1/elapsed.count());
draw_gui();
// draw_weapon();
$window.display();
}
void FSM::mouse() {
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
$rotation = -30.0f;
} else {
$rotation = -10.0f;
}
}
void FSM::generate_map() {
// ZED: this should eventually go away now that level manager is in play
auto& player = $level.world->get_the<Player>();
auto& player_position = $level.world->get<Position>(player.entity);
$player = player_position.location;
$rayview.set_level($level);
}
void FSM::run_systems() {
System::enemy_pathing($level);
System::collision($level);
System::motion($level);
System::lighting($level);
System::death($level);
}
bool FSM::active() {
return !in_state(State::END);
}
}