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

441 lines
12 KiB

#include "gui.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
#include "events.hpp"
namespace gui {
using namespace components;
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$renderer($window),
$level($levels.current()),
$map_view($level),
$combat_view($level),
$status_view($level),
$font{FONT_FILE_NAME},
$text{$font},
$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
$text.setPosition({RAY_VIEW_X,RAY_VIEW_Y});
$text.setCharacterSize(20);
$text.setFillColor(ColorValue::LIGHT_DARK);
$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, ATTACKING, ev);
FSM_STATE(State, MAPPING, ev);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, IN_COMBAT, ev);
FSM_STATE(State, COMBAT_ROTATE, 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);
$combat_view.render($textures);
$status_view.render($textures);
$status_view.log("Welcome to the game!");
$renderer.init_terminal();
$map_view.create_render();
$map_view.resize_canvas();
$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
run_systems();
state(State::IDLE);
}
void FSM::MAPPING(Event ev) {
using enum Event;
// BUG: can't close window when in mapping
switch(ev) {
case MAP_OPEN:
state(State::IDLE);
break;
case CLOSE:
state(State::IDLE);
break;
case TICK:
break;
default:
dbc::log("invalid event sent to MAPPING");
}
}
void FSM::MOVING(Event ) {
if($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::ATTACKING(Event ev) {
using enum Event;
switch(ev) {
case TICK:
$rotation_count++;
// just do 10 ticks
if($rotation_count % 10 == 0) {
System::combat($level);
run_systems();
$rotation = -10.0f;
state(State::IN_COMBAT);
}
break;
case STOP_COMBAT:
dbc::log("Exiting ATTACKING STATE");
state(State::IDLE);
break;
case ATTACK:
// ignore these since they're just from SFML not having discrete events
break;
default:
dbc::log(fmt::format("In ATTACKING state, unhandled event {}", (int)ev));
}
}
void FSM::ROTATING(Event ) {
if($camera.play_rotate($rayview)) {
state(State::IDLE);
}
}
void FSM::COMBAT_ROTATE(Event ) {
if($camera.play_rotate($rayview)) {
state(State::IN_COMBAT);
}
}
void FSM::IDLE(Event ev) {
using enum Event;
switch(ev) {
case QUIT:
$window.close();
state(State::END);
return; // done
case MOVE_FORWARD:
try_move(1, false);
break;
case MOVE_BACK:
try_move(-1, false);
break;
case MOVE_LEFT:
try_move(1, true);
break;
case MOVE_RIGHT:
try_move(-1, true);
break;
case ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::ROTATING);
break;
case ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
case MAP_OPEN:
$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
$map_view.resize_canvas();
state(State::MAPPING);
break;
case ATTACK:
state(State::ATTACKING);
break;
case START_COMBAT:
state(State::IN_COMBAT);
break;
case CLOSE:
dbc::log("Nothing to close.");
break;
case STOP_COMBAT:
case TICK:
// do nothing
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
void FSM::IN_COMBAT(Event ev) {
using enum Event;
switch(ev) {
case ATTACK:
$status_view.log("You attack!");
$rotation = -30.0f;
state(State::ATTACKING);
break;
case ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::COMBAT_ROTATE);
break;
case ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::COMBAT_ROTATE);
break;
case STOP_COMBAT:
state(State::IDLE);
break;
case QUIT:
$window.close();
state(State::END);
return;
default:
break;
}
}
void FSM::try_move(int dir, bool strafe) {
using enum State;
// 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(MOVING);
} else {
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;
case KEY::P:
debug();
default:
break; // ignored
}
}
}
}
void FSM::debug() {
auto& debug = $level.world->get_the<Debug>();
debug.FPS = !debug.FPS;
debug.PATHS = !debug.PATHS;
auto player = $level.world->get_the<Player>();
auto& player_combat = $level.world->get<Combat>(player.entity);
player_combat.hp = player_combat.max_hp;
$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
}
void FSM::draw_weapon() {
return;
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_stats() {
auto player = $level.world->get_the<Player>();
auto player_combat = $level.world->get<Combat>(player.entity);
$text.setString(
fmt::format("FPS\n"
"HP: {}\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",
player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
$stats.max, $stats.n, VSYNC,
FRAME_LIMIT, DEBUG_BUILD));
$window.draw($text);
}
void FSM::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) {
auto blood = $textures.sprite_textures.at("blood_splatter").sprite;
blood->setPosition({RAY_VIEW_X,0});
blood->setScale({3.0, 3.0});
$window.draw(*blood);
}
}
void FSM::draw_gui() {
$status_view.draw($window);
$combat_view.draw($window);
auto debug = $level.world->get_the<Debug>();
if(debug.FPS) draw_stats();
}
void FSM::render() {
if(in_state(State::MAPPING)) {
$window.clear();
$map_view.render();
$renderer.draw($map_view);
} else {
auto start = std::chrono::high_resolution_clock::now();
$rayview.draw($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_blood();
draw_weapon();
}
$window.display();
}
void FSM::mouse() {
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
sf::Vector2f pos = $window.mapPixelToCoords(sf::Mouse::getPosition($window));
$combat_view.$gui.mouse(pos.x, pos.y);
$status_view.$gui.mouse(pos.x, pos.y);
}
}
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, $levels.$components);
}
bool FSM::active() {
return !in_state(State::END);
}
void FSM::handle_world_events() {
using eGUI = Events::GUI;
auto& world = *$level.world;
while(world.has_event<eGUI>()) {
auto [evt, entity, data] = world.recv<eGUI>();
auto player = world.get_the<Player>();
switch(evt) {
case eGUI::COMBAT: {
auto &damage = std::any_cast<Events::Combat&>(data);
if(damage.enemy_did > 0) {
$status_view.log(fmt::format("Enemy HIT YOU for {} damage!", damage.enemy_did));
auto player_combat = world.get<Combat>(player.entity);
$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
} else {
$status_view.log("Enemy MISSED YOU.");
}
if(damage.player_did > 0) {
$status_view.log(fmt::format("You HIT enemy for {} damage!", damage.player_did));
} else {
$status_view.log("You MISSED the enemy.");
}
}
break;
case eGUI::COMBAT_START:
event(Event::START_COMBAT);
break;
case eGUI::NO_NEIGHBORS:
event(Event::STOP_COMBAT);
break;
case eGUI::LOOT: {
// auto &item = std::any_cast<InventoryItem&>(data);
// $status_view.log(fmt::format("You picked up a {}.",
// std::string(item.data["name"])));
$status_view.log("You picked up an item.");
}
break;
case eGUI::ATTACK:
$rotation = 0;
event(Event::ATTACK);
break;
case eGUI::DEATH: {
if(entity != player.entity) {
auto &sprite = $level.world->get<Sprite>(entity);
$rayview.update_sprite(entity, sprite);
}
} break;
case eGUI::NOOP:
$status_view.log(fmt::format("NOOP EVENT! {},{}", evt, entity));
break;
default:
$status_view.log(fmt::format("INVALID EVENT! {},{}", evt, entity));
}
}
}
}