Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
parent
7228bdf210
commit
1d3a76e5ee
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#include "gui.hpp" |
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#include "raycaster.hpp" |
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#include <iostream> |
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#include <chrono> |
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#include <numeric> |
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#include <functional> |
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#include "constants.hpp" |
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#include "stats.hpp" |
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#include "levelmanager.hpp" |
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#include "components.hpp" |
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#include "camera.hpp" |
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#include <numbers> |
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#include "fsm.hpp" |
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using namespace components; |
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namespace gui { |
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FSM::FSM() : |
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), |
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$font{"./assets/text.otf"}, |
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$text{$font}, |
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$rayview($window, $textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT) |
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{ |
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$text.setFillColor({255,255,255}); |
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$text.setPosition({10,10}); |
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$window.setVerticalSyncEnabled(VSYNC); |
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$window.setFramerateLimit(FRAME_LIMIT); |
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$textures.load_tiles(); |
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$textures.load_sprites(); |
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$rayview.init_shaders(); |
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} |
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|
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void FSM::event(Event ev) { |
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switch($state) { |
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FSM_STATE(State, START, ev); |
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FSM_STATE(State, MOVING, ev); |
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FSM_STATE(State, ROTATING, ev); |
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FSM_STATE(State, IDLE, ev); |
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FSM_STATE(State, END, ev); |
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} |
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} |
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void FSM::START(Event ) { |
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// ZED: this must die
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$rayview.$map = generate_map(); |
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); |
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5); |
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state(State::IDLE); |
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} |
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|
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void FSM::MOVING(Event ) { |
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if($camera.play_move($rayview)) { |
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state(State::IDLE); |
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} |
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} |
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|
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void FSM::ROTATING(Event ) { |
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if($camera.play_rotate($rayview)) { |
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state(State::IDLE); |
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} |
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} |
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void FSM::IDLE(Event ev) { |
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using FU = Event; |
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switch(ev) { |
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case FU::QUIT: |
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$window.close(); |
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state(State::END); |
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break; |
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case FU::MOVE_FORWARD: |
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$camera.plan_run($rayview, 1); |
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state(State::MOVING); |
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break; |
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case FU::MOVE_BACK: |
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$camera.plan_run($rayview, -1); |
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state(State::MOVING); |
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break; |
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case FU::MOVE_LEFT: |
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$camera.plan_strafe($rayview, 1); |
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state(State::MOVING); |
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break; |
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case FU::MOVE_RIGHT: |
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$camera.plan_strafe($rayview, -1); |
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state(State::MOVING); |
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break; |
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case FU::ROTATE_LEFT: |
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$camera.plan_rotate($rayview, 1); |
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state(State::ROTATING); |
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break; |
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case FU::ROTATE_RIGHT: |
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$camera.plan_rotate($rayview, -1); |
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state(State::ROTATING); |
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break; |
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default: |
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dbc::sentinel("unhandled event in IDLE"); |
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} |
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} |
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void FSM::END(Event ev) { |
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fmt::println("END: received event after done: {}", int(ev)); |
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} |
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void FSM::keyboard() { |
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while(const auto keyev = $window.pollEvent()) { |
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if(keyev->is<sf::Event::Closed>()) { |
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event(Event::QUIT); |
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} |
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if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) { |
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using KEY = sf::Keyboard::Scan; |
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switch(key->scancode) { |
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case KEY::W: |
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event(Event::MOVE_FORWARD); |
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break; |
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case KEY::S: |
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event(Event::MOVE_BACK); |
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break; |
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case KEY::Q: |
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event(Event::ROTATE_LEFT); |
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break; |
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case KEY::E: |
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event(Event::ROTATE_RIGHT); |
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break; |
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case KEY::D: |
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event(Event::MOVE_RIGHT); |
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break; |
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case KEY::A: |
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event(Event::MOVE_LEFT); |
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break; |
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case KEY::R: |
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$stats.reset(); |
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break; |
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case KEY::P: |
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if($rayview.$active_shader == nullptr) { |
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$rayview.$active_shader = &$rayview.$paused; |
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} else { |
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$rayview.$active_shader = nullptr; |
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} |
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break; |
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default: |
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break; // ignored
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} |
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} |
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} |
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} |
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void FSM::draw_weapon() { |
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auto weapon = $rayview.$textures.sword.sprite; |
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weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2}); |
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weapon->setRotation(sf::degrees($rotation)); |
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$window.draw(*weapon); |
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} |
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void FSM::draw_gui() { |
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT}); |
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rect.setPosition({0,0}); |
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rect.setFillColor({50, 50, 50}); |
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$window.draw(rect); |
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$text.setString( |
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fmt::format("FPS\n" |
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"mean:{:>8.5}\n" |
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"sdev: {:>8.5}\n" |
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"min: {:>8.5}\n" |
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"max: {:>8.5}\n" |
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"count:{:<10}\n\n" |
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"VSync? {}\n" |
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"FR Limit: {}\n" |
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"Debug? {}\n\n" |
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"Hit R to reset.\n\n" |
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"dir: {:>2.02},{:>2.02}\n" |
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"pos: {:>2.02},{:>2.02}", |
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$stats.mean(), $stats.stddev(), $stats.min, |
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$stats.max, $stats.n, VSYNC, |
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FRAME_LIMIT, DEBUG_BUILD, $rayview.$dirX, |
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$rayview.$dirY, $rayview.$posX, $rayview.$posY)); |
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$window.draw($text); |
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} |
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void FSM::render() { |
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auto start = std::chrono::high_resolution_clock::now(); |
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$rayview.render(); |
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auto end = std::chrono::high_resolution_clock::now(); |
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auto elapsed = std::chrono::duration<double>(end - start); |
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$stats.sample(1/elapsed.count()); |
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draw_gui(); |
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draw_weapon(); |
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$window.display(); |
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} |
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void FSM::mouse() { |
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { |
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$rayview.$anim.play(false); |
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$rotation = -30.0f; |
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} else { |
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$rotation = -10.0f; |
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} |
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} |
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Matrix FSM::generate_map() { |
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auto& level = $levels.current(); |
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auto& tiles = level.map->tiles(); |
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auto& player = level.world->get_the<Player>(); |
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auto& player_position = level.world->get<Position>(player.entity); |
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$player = player_position.location; |
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return $textures.convert_char_to_texture(tiles.$tile_ids); |
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} |
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bool FSM::active() { |
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return !in_state(State::END); |
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} |
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} |
@ -0,0 +1,67 @@ |
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#pragma once |
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#include "raycaster.hpp" |
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#include <iostream> |
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#include <chrono> |
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#include <numeric> |
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#include <functional> |
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#include "constants.hpp" |
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#include "stats.hpp" |
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#include "levelmanager.hpp" |
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#include "components.hpp" |
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#include "camera.hpp" |
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#include <numbers> |
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#include "fsm.hpp" |
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namespace gui { |
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enum class State { |
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START, |
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MOVING, |
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ROTATING, |
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IDLE, |
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END |
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}; |
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enum class Event { |
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STARTED, |
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TICK, |
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MOVE_FORWARD, |
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MOVE_BACK, |
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MOVE_LEFT, |
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MOVE_RIGHT, |
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ROTATE_LEFT, |
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ROTATE_RIGHT, |
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QUIT |
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}; |
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class FSM : public DeadSimpleFSM<State, Event> { |
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public: |
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float $rotation = -30.0f; |
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Point $player{0,0}; |
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LevelManager $levels; |
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sf::RenderWindow $window; |
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CameraLOL $camera; |
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sf::Font $font; |
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sf::Text $text; |
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Stats $stats; |
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TexturePack $textures; |
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Raycaster $rayview; |
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FSM(); |
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void event(Event ev); |
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void START(Event ); |
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void MOVING(Event ); |
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void ROTATING(Event ); |
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void IDLE(Event ev); |
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void END(Event ev); |
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void keyboard(); |
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void draw_weapon(); |
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void draw_gui(); |
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void render(); |
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void mouse(); |
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Matrix generate_map(); |
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bool active(); |
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}; |
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} |
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