Now have enemies chasing us around and implemented diagonal movement as a test but I kind of like it.

master
Zed A. Shaw 1 month ago
parent d5301acab5
commit 14128ab10f
  1. 6
      assets/config.json
  2. 2
      camera.cpp
  3. 27
      gui.cpp
  4. 2
      gui.hpp
  5. 14
      raycaster.cpp

@ -9,13 +9,13 @@
"ceiling": "assets/ceiling_test-256.png"
},
"enemy": {
"HEARING_DISTANCE": 8
"HEARING_DISTANCE": 20
},
"player": {
},
"worldgen": {
"enemy_probability": 20,
"empty_room_probability": 10,
"device_probability": 30
"empty_room_probability": 50,
"device_probability": 0
}
}

@ -16,7 +16,7 @@ void CameraLOL::plan_strafe(Raycaster &rayview, int dir) {
void CameraLOL::plan_rotate(Raycaster &rayview, int dir) {
t = 0.0;
double angle_dir = std::numbers::pi * 0.5 * dir;
double angle_dir = std::numbers::pi * 0.25 * dir;
targetDirX = rayview.$dirX * cos(angle_dir) - rayview.$dirY * sin(angle_dir);
targetDirY = rayview.$dirX * sin(angle_dir) + rayview.$dirY * cos(angle_dir);

@ -5,6 +5,7 @@
#include <functional>
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
using namespace components;
@ -43,6 +44,15 @@ namespace gui {
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
auto &level = $levels.current();
auto player = level.world->get_the<Player>();
auto& player_position = level.world->get<Position>(player.entity);
player_position.location.x = size_t($camera.targetX);
player_position.location.y = size_t($camera.targetY);
run_systems();
state(State::IDLE);
}
}
@ -54,8 +64,6 @@ namespace gui {
}
void FSM::IDLE(Event ev) {
auto& level = $levels.current();
using FU = Event;
switch(ev) {
@ -91,12 +99,17 @@ namespace gui {
dbc::sentinel("unhandled event in IDLE");
}
if(!level.map->can_move({size_t($camera.targetX), size_t($camera.targetY)})) {
if(!can_move({size_t($camera.targetX), size_t($camera.targetY)})) {
state(State::IDLE);
$camera.abort_plan($rayview);
}
}
bool FSM::can_move(Point move_to) {
auto& level = $levels.current();
return level.map->can_move(move_to) && !level.collision->occupied(move_to);
}
void FSM::END(Event ev) {
fmt::println("END: received event after done: {}", int(ev));
}
@ -200,6 +213,14 @@ namespace gui {
$rayview.set_level(level);
}
void FSM::run_systems() {
auto& level = $levels.current();
System::motion(level);
System::enemy_pathing(level);
System::collision(level);
System::death(level);
}
bool FSM::active() {
return !in_state(State::END);
}

@ -50,6 +50,7 @@ namespace gui {
void IDLE(Event ev);
void END(Event ev);
bool can_move(Point move_to);
void keyboard();
void draw_weapon();
void draw_gui();
@ -57,5 +58,6 @@ namespace gui {
void mouse();
void generate_map();
bool active();
void run_systems();
};
}

@ -67,16 +67,15 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// sort sprites from far to close
auto sprite_order = $level.collision->distance_sorted({(size_t)$posX, (size_t)$posY});
// after sorting the sprites, do the projection
for(auto& rec : sprite_order) {
if(!$sprites.contains(rec.second)) continue;
// BUG: eventually this needs to go away too
auto& sf_sprite = $sprites.at(rec.second).sprite;
auto sprite_pos = $level.world->get<components::Position>(rec.second);
double spriteX = double(sprite_pos.location.x) - $posX + 0.5;
double spriteY = double(sprite_pos.location.y) - $posY + 0.5;
//transform sprite with the inverse camera matrix
// [ $planeX $dirX ] -1 [ $dirY -$dirX ]
// [ ] = 1/($planeX*$dirY-$dirX*$planeY) * [ ]
@ -333,9 +332,10 @@ void Raycaster::set_level(GameLevel level) {
auto& tiles = $level.map->tiles();
$map = $textures.convert_char_to_texture(tiles.$tile_ids);
// this will need to go away too but for now everything is evil eye
for(auto &thing : $level.collision->table) {
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(thing.second, sprite_txt);
}
$level.world->query<components::Combat, components::Position>([&](const auto ent, auto& combat, auto &pos) {
fmt::println("entity: {}, hp: {}, pos={},{}", ent, combat.hp, pos.location.x, pos.location.y);
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(ent, sprite_txt);
});
}

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