Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.

master
Zed A. Shaw 1 month ago
parent 7228bdf210
commit 1d3a76e5ee
  1. 2
      camera.hpp
  2. 3
      constants.hpp
  3. 216
      gui.cpp
  4. 67
      gui.hpp
  5. 264
      main.cpp
  6. 1
      meson.build
  7. 3
      raycaster.cpp
  8. 4
      raycaster.hpp

@ -4,7 +4,7 @@
struct CameraLOL {
double t = 0.0;
double moveSpeed = 0.1;
double rotSpeed = 0.1;
double rotSpeed = 0.06;
double targetX = 0.0;
double targetY = 0.0;
double targetDirX = 0.0;

@ -1,5 +1,7 @@
#pragma once
#include <string>
constexpr const int TEXTURE_WIDTH=256;
constexpr const int TEXTURE_HEIGHT=256;
constexpr const int RAY_VIEW_WIDTH=960;
@ -21,7 +23,6 @@ constexpr const bool DEBUG_BUILD=true;
////////// copied from roguish
constexpr int INV_WALL = 0;
constexpr int INV_SPACE = 1;
constexpr int WALL_VALUE = 1;

@ -0,0 +1,216 @@
#include "gui.hpp"
#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>
#include "fsm.hpp"
using namespace components;
namespace gui {
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$font{"./assets/text.otf"},
$text{$font},
$rayview($window, $textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$text.setFillColor({255,255,255});
$text.setPosition({10,10});
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
$textures.load_tiles();
$textures.load_sprites();
$rayview.init_shaders();
}
void FSM::event(Event ev) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, MOVING, ev);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, END, ev);
}
}
void FSM::START(Event ) {
// ZED: this must die
$rayview.$map = generate_map();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
state(State::IDLE);
}
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
state(State::IDLE);
}
}
void FSM::ROTATING(Event ) {
if($camera.play_rotate($rayview)) {
state(State::IDLE);
}
}
void FSM::IDLE(Event ev) {
using FU = Event;
switch(ev) {
case FU::QUIT:
$window.close();
state(State::END);
break;
case FU::MOVE_FORWARD:
$camera.plan_run($rayview, 1);
state(State::MOVING);
break;
case FU::MOVE_BACK:
$camera.plan_run($rayview, -1);
state(State::MOVING);
break;
case FU::MOVE_LEFT:
$camera.plan_strafe($rayview, 1);
state(State::MOVING);
break;
case FU::MOVE_RIGHT:
$camera.plan_strafe($rayview, -1);
state(State::MOVING);
break;
case FU::ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::ROTATING);
break;
case FU::ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
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:
$stats.reset();
break;
case KEY::P:
if($rayview.$active_shader == nullptr) {
$rayview.$active_shader = &$rayview.$paused;
} else {
$rayview.$active_shader = nullptr;
}
break;
default:
break; // ignored
}
}
}
}
void FSM::draw_weapon() {
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_gui() {
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\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"
"Hit R to reset.\n\n"
"dir: {:>2.02},{:>2.02}\n"
"pos: {:>2.02},{:>2.02}",
$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);
}
void FSM::render() {
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());
draw_gui();
draw_weapon();
$window.display();
}
void FSM::mouse() {
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
$rayview.$anim.play(false);
$rotation = -30.0f;
} else {
$rotation = -10.0f;
}
}
Matrix FSM::generate_map() {
auto& level = $levels.current();
auto& tiles = level.map->tiles();
auto& player = level.world->get_the<Player>();
auto& player_position = level.world->get<Position>(player.entity);
$player = player_position.location;
return $textures.convert_char_to_texture(tiles.$tile_ids);
}
bool FSM::active() {
return !in_state(State::END);
}
}

@ -0,0 +1,67 @@
#pragma once
#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>
#include "fsm.hpp"
namespace gui {
enum class State {
START,
MOVING,
ROTATING,
IDLE,
END
};
enum class Event {
STARTED,
TICK,
MOVE_FORWARD,
MOVE_BACK,
MOVE_LEFT,
MOVE_RIGHT,
ROTATE_LEFT,
ROTATE_RIGHT,
QUIT
};
class FSM : public DeadSimpleFSM<State, Event> {
public:
float $rotation = -30.0f;
Point $player{0,0};
LevelManager $levels;
sf::RenderWindow $window;
CameraLOL $camera;
sf::Font $font;
sf::Text $text;
Stats $stats;
TexturePack $textures;
Raycaster $rayview;
FSM();
void event(Event ev);
void START(Event );
void MOVING(Event );
void ROTATING(Event );
void IDLE(Event ev);
void END(Event ev);
void keyboard();
void draw_weapon();
void draw_gui();
void render();
void mouse();
Matrix generate_map();
bool active();
};
}

@ -1,264 +1,20 @@
#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>
#define FSM_DEBUG 1
#include "fsm.hpp"
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\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"
"Hit R to reset.\n\n"
"dir: {:>2.02},{:>2.02}\n"
"pos: {:>2.02},{:>2.02}",
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 class MainState {
START,
MOVING,
ROTATING,
IDLE
};
enum class MainEvent {
STARTED,
TICK,
MOVE_FORWARD,
MOVE_BACK,
MOVE_LEFT,
MOVE_RIGHT,
ROTATE_LEFT,
ROTATE_RIGHT,
QUIT
};
class MainFSM : public DeadSimpleFSM<MainState, MainEvent> {
public:
sf::RenderWindow& $window;
Raycaster& $rayview;
CameraLOL $camera;
MainFSM(sf::RenderWindow &window, Raycaster &rayview) :
$window(window),
$rayview(rayview) { }
void event(MainEvent ev) {
switch($state) {
FSM_STATE(MainState, START, ev);
FSM_STATE(MainState, MOVING, ev);
FSM_STATE(MainState, ROTATING, ev);
FSM_STATE(MainState, IDLE, ev);
}
}
void START(MainEvent ) {
state(MainState::IDLE);
}
void MOVING(MainEvent ) {
if($camera.play_move($rayview)) {
state(MainState::IDLE);
}
}
void ROTATING(MainEvent ) {
if($camera.play_rotate($rayview)) {
state(MainState::IDLE);
}
}
void IDLE(MainEvent ev) {
using FU = MainEvent;
switch(ev) {
case FU::QUIT:
$window.close();
break;
case FU::MOVE_FORWARD:
$camera.plan_run($rayview, 1);
state(MainState::MOVING);
break;
case FU::MOVE_BACK:
$camera.plan_run($rayview, -1);
state(MainState::MOVING);
break;
case FU::MOVE_LEFT:
$camera.plan_strafe($rayview, 1);
state(MainState::MOVING);
break;
case FU::MOVE_RIGHT:
$camera.plan_strafe($rayview, -1);
state(MainState::MOVING);
break;
case FU::ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(MainState::ROTATING);
break;
case FU::ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(MainState::ROTATING);
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
void keyboard() {
while(const auto keyev = $window.pollEvent()) {
if(keyev->is<sf::Event::Closed>()) {
event(MainEvent::QUIT);
}
if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::W:
event(MainEvent::MOVE_FORWARD);
break;
case KEY::S:
event(MainEvent::MOVE_BACK);
break;
case KEY::Q:
event(MainEvent::ROTATE_LEFT);
break;
case KEY::E:
event(MainEvent::ROTATE_RIGHT);
break;
case KEY::D:
event(MainEvent::MOVE_RIGHT);
break;
case KEY::A:
event(MainEvent::MOVE_LEFT);
break;
default:
break; // ignored
}
}
}
}
};
#include "gui.hpp"
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();
gui::FSM main;
main.event(gui::Event::STARTED);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player.x + 0.5, player.y + 0.5);
while(main.active()) {
main.render();
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);
MainFSM fsm(window, rayview);
fsm.event(MainEvent::STARTED);
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(fsm.in_state(MainState::IDLE)) {
fsm.keyboard();
// ZED: need to sort out how to deal with this in the FSM
if(main.in_state(gui::State::IDLE)) {
main.keyboard();
} else{
fsm.event(MainEvent::TICK);
main.event(gui::Event::TICK);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
}
}
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;
}
main.mouse();
}
return 0;

@ -47,6 +47,7 @@ sources = [
'config.cpp',
'dbc.cpp',
'devices.cpp',
'gui.cpp',
'inventory.cpp',
'levelmanager.cpp',
'lights.cpp',

@ -27,13 +27,12 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
return conv.as_int;
}
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, Matrix &map, int width, int height) :
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height) :
$textures(textures),
$view_texture({(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$window(window),
$map(map),
ZBuffer(width),
$anim(256, 256, 10, "assets/monster-1.ogg")
{

@ -41,7 +41,7 @@ struct Raycaster {
int $width;
int $height;
sf::RenderWindow& $window;
Matrix& $map;
Matrix $map;
SpatialMap $collision;
std::vector<Sprite> $sprites;
std::vector<double> ZBuffer; // width
@ -49,7 +49,7 @@ struct Raycaster {
sf::Shader $paused;
sf::Shader* $active_shader = nullptr;
Raycaster(sf::RenderWindow& window, TexturePack &textures, Matrix &map, int width, int height);
Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height);
void draw_pixel_buffer();
void clear();

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