New debug_ui that shows perf data, other debug info, and allows spawning enemies.

master
Zed A. Shaw 1 week ago
parent 4f090159ab
commit 07ce8a4148
  1. 4
      combat_ui.cpp
  2. 1
      combat_ui.hpp
  3. 2
      events.hpp
  4. 9
      guecs.hpp
  5. 29
      gui_fsm.cpp
  6. 2
      gui_fsm.hpp
  7. 67
      main_ui.cpp
  8. 6
      main_ui.hpp
  9. 3
      meson.build
  10. 8
      overlay_ui.cpp
  11. 2
      overlay_ui.hpp
  12. 2
      tools/arena_ui.cpp

@ -44,4 +44,8 @@ namespace gui {
$level = level;
init();
}
bool CombatUI::mouse(float x, float y) {
return $gui.mouse(x, y);
}
}

@ -16,5 +16,6 @@ namespace gui {
void render(sf::RenderWindow& window);
void update_level(GameLevel &level);
void set_damage(float percent);
bool mouse(float x, float y);
};
}

@ -3,7 +3,7 @@
namespace Events {
enum GUI {
START, COMBAT, LOOT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP,
COMBAT_START, NO_NEIGHBORS, ATTACK, UPDATE_SPRITE, NOOP
COMBAT_START, NO_NEIGHBORS, ATTACK, UPDATE_SPRITE, ENEMY_SPAWN, NOOP
};
struct Combat {

@ -142,8 +142,13 @@ namespace guecs {
$world.set<Comp>(ent, val);
}
lel::Cell& cell_for(DinkyECS::Entity entity) {
return $world.get<lel::Cell>(entity);
lel::Cell& cell_for(DinkyECS::Entity ent) {
return $world.get<lel::Cell>(ent);
}
lel::Cell& cell_for(std::string name) {
DinkyECS::Entity ent = entity(name);
return $world.get<lel::Cell>(ent);
}
template <typename Comp>

@ -15,6 +15,7 @@ namespace gui {
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$debug_ui($levels),
$main_ui($window),
$level($levels.current()),
$combat_ui($level),
@ -43,6 +44,12 @@ namespace gui {
$main_ui.update_level($level);
$level.world->set_the<Debug>({});
$main_ui.init();
// BUG: maybe this is a function on main_ui?
auto cell = $main_ui.$overlay_ui.$gui.cell_for("left");
$debug_ui.init(cell);
$debug_ui.update_level($level);
$combat_ui.init();
$status_ui.init();
@ -234,7 +241,8 @@ namespace gui {
event(Event::STAIRS_DOWN);
}
} else {
$combat_ui.$gui.mouse(pos.x, pos.y);
$debug_ui.mouse(pos.x, pos.y);
$combat_ui.mouse(pos.x, pos.y);
$status_ui.mouse(pos.x, pos.y);
$main_ui.mouse(pos.x, pos.y);
}
@ -264,7 +272,7 @@ namespace gui {
event(Event::MOVE_LEFT);
break;
case KEY::R:
$main_ui.$stats.reset();
dbc::log("HEY! DIPSHIT! You need to move debug ui so you can rest stats.");
break;
case KEY::M:
event(Event::MAP_OPEN);
@ -277,16 +285,11 @@ namespace gui {
break;
case KEY::P:
sound::mute(false);
$main_ui.debug();
$debug_ui.debug();
break;
case KEY::O:
autowalking = true;
break;
case KEY::Equal:
$levels.spawn_enemy("KNIGHT");
$main_ui.update_level($level);
run_systems();
break;
case KEY::L:
event(Event::STAIRS_DOWN);
break;
@ -301,7 +304,11 @@ namespace gui {
if(in_state(State::NEXT_LEVEL)) {
$boss_fight_ui->render($window);
} else {
// BUG: maybe pass the stats to main_ui for this?
auto start = $debug_ui.time_start();
$main_ui.render();
$debug_ui.sample_time(start);
$debug_ui.render($window);
$status_ui.render($window);
$combat_ui.render($window);
if($map_open) {
@ -365,6 +372,11 @@ namespace gui {
case eGUI::COMBAT_START:
event(Event::START_COMBAT);
break;
case eGUI::ENEMY_SPAWN:
$debug_ui.update_level($level);
$main_ui.update_level($level);
run_systems();
break;
case eGUI::NO_NEIGHBORS:
event(Event::STOP_COMBAT);
break;
@ -402,6 +414,7 @@ namespace gui {
$levels.create_level($level.world);
$level = $levels.next();
$debug_ui.update_level($level);
$status_ui.update_level($level);
$map_ui.update_level($level);
$mini_map.update_level($level);

@ -3,6 +3,7 @@
#include "stats.hpp"
#include "levelmanager.hpp"
#include "fsm.hpp"
#include "debug_ui.hpp"
#include "main_ui.hpp"
#include "combat_ui.hpp"
#include "status_ui.hpp"
@ -48,6 +49,7 @@ namespace gui {
bool autowalking = false;
bool $map_open = false;
LevelManager $levels;
DebugUI $debug_ui;
MainUI $main_ui;
GameLevel $level;
shared_ptr<BossFightUI> $boss_fight_ui = nullptr;

@ -18,58 +18,6 @@ namespace gui {
$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", L"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::wstring stats = fmt::format(L"STATS\n"
L"HP: {}\n"
L"mean:{:>8.5}\n"
L"sdev: {:>8.5}\n"
L"min: {:>8.5}\n"
L"max: {:>8.5}\n"
L"count:{:<10}\n"
L"level: {} size: {}x{}\n\n"
L"dir: {:0.2},{:0.2}\n\n"
L"VSync? {}\n"
L"FR Limit: {}\n"
L"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;
@ -78,7 +26,7 @@ namespace gui {
$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]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
auto st = textures::get("down_the_well");
auto bounds = st.sprite->getLocalBounds();
@ -94,7 +42,6 @@ namespace gui {
}
void MainUI::render() {
auto start = $stats.time_start();
if($show_level) {
auto time = $clock.getElapsedTime();
@ -110,14 +57,7 @@ namespace gui {
$rayview.draw($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() {
@ -144,7 +84,7 @@ namespace gui {
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]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
$camera.plan_rotate($rayview, dir);
}
@ -170,7 +110,8 @@ namespace gui {
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$compass_dir = 0;
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
dirty();
}

@ -4,9 +4,11 @@
#include <SFML/System/Clock.hpp>
#include "stats.hpp"
#include "overlay_ui.hpp"
#include "debug_ui.hpp"
#include "raycaster.hpp"
#include "camera.hpp"
#include <optional>
#include "guecs.hpp"
namespace gui {
@ -18,7 +20,6 @@ namespace gui {
};
bool $show_level = false;
bool $needs_render = true;
Stats $stats;
sf::Clock $clock;
sf::RenderWindow& $window;
GameLevel $level;
@ -30,8 +31,7 @@ namespace gui {
void mouse(int x, int y);
void debug();
void draw_stats();
void draw_blood();
void render_debug();
void plan_rotate(int dir);
bool play_rotate();

@ -91,6 +91,7 @@ sources = [
'components.cpp',
'config.cpp',
'dbc.cpp',
'debug_ui.cpp',
'devices.cpp',
'goap.cpp',
'guecs.cpp',
@ -102,9 +103,9 @@ sources = [
'main_ui.cpp',
'map.cpp',
'map_view.cpp',
'mini_map.cpp',
'matrix.cpp',
'matrix.cpp',
'mini_map.cpp',
'overlay_ui.cpp',
'pathing.cpp',
'rand.cpp',

@ -10,11 +10,9 @@ namespace gui {
OverlayUI::OverlayUI() {
$gui.position(RAY_VIEW_X, RAY_VIEW_Y, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
$gui.layout(
"[top_left|top|>(170)top_right]"
"[*%(300,300)middle|_|_]"
"[_|_|_]"
"[_|_|_]"
"[bottom_left|bottom|bottom_right]"
"[*%(100,300)left|top|>(170,170)top_right]"
"[_|middle|middle_right]"
"[_|bottom|bottom_right]"
);
}

@ -1,5 +1,4 @@
#pragma once
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
@ -13,7 +12,6 @@ namespace gui {
void init();
void render(sf::RenderWindow& window);
void click(int x, int y);
void show_sprite(string region, string sprite_name);
void close_sprite(string region);
void show_text(std::string region, std::wstring content);

@ -21,7 +21,7 @@ namespace arena {
$overlay.position(BOSS_VIEW_X, BOSS_VIEW_Y,
BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
$overlay.layout("[_|=*%(200)enemy|_|_]");
$overlay.layout("[_|=(256,256)enemy|_]");
$sounds = $world->get<components::Sound>($entity_id);
$combat = $world->get<components::Combat>($entity_id);

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