Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.

master
Zed A. Shaw 1 month ago
parent 14128ab10f
commit 4b18b21861
  1. 4
      assets/config.json
  2. 16
      gui.cpp
  3. 17
      raycaster.cpp

@ -15,7 +15,7 @@
},
"worldgen": {
"enemy_probability": 20,
"empty_room_probability": 50,
"device_probability": 0
"empty_room_probability": 10,
"device_probability": 10
}
}

@ -44,12 +44,14 @@ namespace gui {
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
// really annoying but we have to figure out the motion factor then run the systems
auto &level = $levels.current();
auto player = level.world->get_the<Player>();
auto& player = level.world->get_the<Player>();
auto& player_position = level.world->get<Position>(player.entity);
player_position.location.x = size_t($camera.targetX);
player_position.location.y = size_t($camera.targetY);
auto& motion = level.world->get<Motion>(player.entity);
Point move_to{size_t($camera.targetX), size_t($camera.targetY)};
motion.dx = move_to.x - player_position.location.x;
motion.dy = move_to.y - player_position.location.y;
run_systems();
@ -90,11 +92,13 @@ namespace gui {
case FU::ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::ROTATING);
break;
return; // get out early since can always rotate
break; // need this?
case FU::ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
return; // get out early since can always rotate
break; // need this?
default:
dbc::sentinel("unhandled event in IDLE");
}

@ -76,6 +76,7 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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) * [ ]
@ -330,12 +331,18 @@ void Raycaster::draw(sf::RenderTarget& target) {
void Raycaster::set_level(GameLevel level) {
$level = level;
auto& tiles = $level.map->tiles();
auto world = $level.world;
$map = $textures.convert_char_to_texture(tiles.$tile_ids);
$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);
world->query<components::Position>([&](const auto ent, auto &pos) {
if(world->has<components::Combat>(ent)) {
fmt::println("enemy: {}, pos={},{}", ent, pos.location.x, pos.location.y);
auto sprite_txt = $textures.sprite_textures.at("evil_eye");
$sprites.try_emplace(ent, sprite_txt);
} else {
fmt::println("item or device: {}, pos={},{}", ent, pos.location.x, pos.location.y);
auto sprite_txt = $textures.sprite_textures.at("barrel");
$sprites.try_emplace(ent, sprite_txt);
}
});
}

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