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

182 lines
5.1 KiB

#include "raycaster.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#include "constants.hpp"
#include "stats.hpp"
#include "levelmanager.hpp"
#include "components.hpp"
#include "camera.hpp"
#include <numbers>
using namespace components;
void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stats &stats) {
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\nmean:{:>8.5}\nsdev: {:>8.5}\nmin: {:>8.5}\nmax: {:>8.5}\ncount:{:<10}\n\nVSync? {}\nFR Limit: {}\nDebug? {}\n\nHit R to reset.\n\ndir: {:>2.2},{:>2.2}\npos: {:>2.2},{:>2.2}",
stats.mean(), stats.stddev(), stats.min,
stats.max, stats.n, VSYNC,
FRAME_LIMIT, DEBUG_BUILD, rayview.$dirX,
rayview.$dirY, rayview.$posX, rayview.$posY));
window.draw(text);
}
Matrix generate_map(TexturePack &textures, GameLevel &level, Point &player_out) {
auto &tiles = level.map->tiles();
auto &player = level.world->get_the<Player>();
auto &player_position = level.world->get<Position>(player.entity);
player_out = player_position.location;
return textures.convert_char_to_texture(tiles.$tile_ids);
}
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
weapon.setRotation(sf::degrees(rotation));
window.draw(weapon);
}
enum MoveState {
MOVE,
ROTATE,
STRAFE,
IDLE
};
inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
MoveState &state, CameraLOL &camera)
{
while(const auto event = window.pollEvent()) {
if(event->is<sf::Event::Closed>()) {
window.close();
}
if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
if(key->scancode == sf::Keyboard::Scan::W) {
camera.plan_run(rayview, 1);
state = MOVE;
} else if(key->scancode == sf::Keyboard::Scan::S) {
camera.plan_run(rayview, -1);
state = MOVE;
}
if(key->scancode == sf::Keyboard::Scan::Q) {
camera.plan_rotate(rayview, 1);
state = ROTATE;
} else if(key->scancode == sf::Keyboard::Scan::E) {
camera.plan_rotate(rayview, -1);
state = ROTATE;
}
if(key->scancode == sf::Keyboard::Scan::D) {
camera.plan_strafe(rayview, -1);
state = STRAFE;
} else if(key->scancode == sf::Keyboard::Scan::A) {
camera.plan_strafe(rayview, 1);
state = STRAFE;
}
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
}
}
}
int main() {
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
sf::Font font{"./assets/text.otf"};
sf::Text text{font};
text.setFillColor({255,255,255});
text.setPosition({10,10});
Point player{0, 0};
LevelManager levels;
GameLevel &cur_level = levels.current();
TexturePack textures;
textures.load_tiles();
textures.load_sprites();
auto map = generate_map(textures, cur_level, player);
Point evil_eye_1, evil_eye_2;
dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1");
dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2");
Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.init_shaders();
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player.x + 0.5, player.y + 0.5);
rayview.position_sprite(evil_eye_1, "evil_eye");
rayview.position_sprite(evil_eye_2, "evil_eye");
float rotation = -30.0f;
Stats stats;
window.setVerticalSyncEnabled(VSYNC);
window.setFramerateLimit(FRAME_LIMIT);
MoveState state = IDLE;
CameraLOL camera;
while(window.isOpen()) {
auto start = std::chrono::high_resolution_clock::now();
rayview.render();
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration<double>(end - start);
stats.sample(1/elapsed.count());
auto weapon_sprite_ptr = rayview.$textures.sword.sprite;
draw_gui(window, rayview, text, stats);
draw_weapon(window, *weapon_sprite_ptr, rotation);
window.display();
if(state == IDLE) {
handle_window_events(window, rayview, state, camera);
} else if(state == MOVE) {
if(camera.play_run(rayview)) {
state = IDLE;
}
} else if(state == ROTATE) {
if(camera.play_rotate(rayview)) {
state = IDLE;
}
} else if(state == STRAFE) {
if(camera.play_strafe(rayview)) {
state = IDLE;
}
} else {
dbc::sentinel("invalid move state.");
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
rayview.position_camera(player.x + 0.5, player.y + 0.5);
stats.reset();
}
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
rayview.$anim.play(false);
rotation = -30.0f;
} else {
rotation = -10.0f;
}
}
return 0;
}