Fixed the map so that it shows directional arrows instead of a compass.

master
Zed A. Shaw 1 week ago
parent c7c48658bd
commit e6a8a8b338
  1. 10
      assets/config.json
  2. 6
      constants.hpp
  3. 4
      gui_fsm.cpp
  4. 7
      main_ui.cpp
  5. 3
      main_ui.hpp
  6. 4
      map_view.cpp
  7. 2
      map_view.hpp
  8. 4
      mini_map.cpp
  9. 2
      mini_map.hpp
  10. 18
      systems.cpp
  11. 2
      systems.hpp

@ -303,5 +303,15 @@
},
"graphics": {
"smooth_textures": false
},
"compass": {
"N": 65514,
"NE": 8663,
"E": 8594,
"SE": 8600,
"S": 65516,
"SW": 8665,
"W": 8592,
"NW": 8598
}
}

@ -2,6 +2,7 @@
#include <string>
#include "color.hpp"
#include <array>
constexpr const int TEXTURE_WIDTH=256;
constexpr const int TEXTURE_HEIGHT=256;
@ -72,3 +73,8 @@ constexpr wchar_t BG_TILE = L'█';
constexpr wchar_t UI_BASE_CHAR = L'';
constexpr int BG_BOX_OFFSET=5;
constexpr const char *FONT_FILE_NAME="./assets/text.otf";
constexpr std::array<std::wstring, 8> COMPASS{
// L"E", L"SE", L"S", L"SW", L"W", L"NW", L"N", L"NE"
L"\u2192", L"\u2198", L"\uffec", L"\u21d9", L"\u2190", L"\u2196", L"\uffea", L"\u21d7" };

@ -313,9 +313,9 @@ namespace gui {
$combat_ui.render($window);
if($map_open) {
$map_ui.render($window, $main_ui.$camera.aimed_at());
$map_ui.render($window, $main_ui.$compass_dir);
} else {
$mini_map.render($window, $main_ui.$camera.aimed_at());
$mini_map.render($window, $main_ui.$compass_dir);
}
}
}

@ -2,6 +2,7 @@
#include "components.hpp"
#include "easings.hpp"
#include <fmt/xchar.h>
#include "constants.hpp"
namespace gui {
using namespace components;
@ -27,8 +28,6 @@ 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_text("left", $compass[$compass_dir]);
auto st = textures::get("down_the_well");
auto bounds = st.sprite->getLocalBounds();
st.sprite->setPosition({RAY_VIEW_X + bounds.size.x / 2,
@ -95,8 +94,7 @@ namespace gui {
void MainUI::plan_rotate(int dir) {
// -1 is left, 1 is right
$compass_dir = ($compass_dir + dir) % $compass.size();
$overlay_ui.show_text("left", $compass[$compass_dir]);
$compass_dir = ($compass_dir + dir) % COMPASS.size();
$camera.plan_rotate(dir);
}
@ -122,7 +120,6 @@ namespace gui {
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$compass_dir = 0;
$overlay_ui.show_text("left", $compass[$compass_dir]);
dirty();
}

@ -15,9 +15,6 @@ namespace gui {
class MainUI {
public:
int $compass_dir = 0;
std::array<std::wstring, 8> $compass{
L"E", L"SE", L"S", L"SW", L"W", L"NW", L"N", L"NE"
};
bool $show_level = false;
bool $needs_render = true;
sf::Clock $clock;

@ -44,13 +44,13 @@ namespace gui {
$gui.init();
}
void MapViewUI::render(sf::RenderWindow &window, Point aim) {
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
window.draw(*$paper.sprite);
auto grid = $gui.entity("map_grid");
auto status = $gui.entity("status");
std::wstring map_out = System::draw_map($level, 23, 9, aim);
std::wstring map_out = System::draw_map($level, 23, 9, compass_dir);
auto& map_text = $gui.get<guecs::Textual>(grid);
map_text.update(map_out);

@ -13,7 +13,7 @@ namespace gui {
MapViewUI(GameLevel &level);
void init();
void render(sf::RenderWindow &window, Point aim);
void render(sf::RenderWindow &window, int compass_dir);
void update_level(GameLevel &level);
};
}

@ -31,8 +31,8 @@ namespace gui {
$map_grid.init(cell, $font);
}
void MiniMapUI::render(sf::RenderWindow &window, Point aim) {
std::wstring map_out = System::draw_map($level, 5, 3, aim);
void MiniMapUI::render(sf::RenderWindow &window, int compass_dir) {
std::wstring map_out = System::draw_map($level, 5, 3, compass_dir);
$map_grid.update(map_out);
window.draw(*$map_grid.text);
}

@ -14,7 +14,7 @@ namespace gui {
MiniMapUI(GameLevel &level);
void init(guecs::UI& overlay);
void render(sf::RenderWindow &window, Point aim);
void render(sf::RenderWindow &window, int compass_dir);
void update_level(GameLevel &level);
};
}

@ -337,7 +337,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
* This one is called inside the MapViewUI very often so
* just avoid GameMap unlike the others.
*/
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, Point aim) {
std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir) {
DinkyECS::World &world = *level.world;
Map &map = *level.map;
@ -361,19 +361,17 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, Poi
}
if(aim.x >= cam_orig.x && aim.x <= cam_orig.x + view_x
&& aim.y >= cam_orig.y && aim.y <= cam_orig.y + view_y)
{
Point aim_at = map.map_to_camera(aim, cam_orig);
grid[aim_at.y][aim_at.x] = '*';
}
// then get the enemy/item/device tiles and fill those in
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
world.query<Position, Tile>([&](auto ent, auto &pos, auto &entity_glyph) {
if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
grid[view_pos.y][view_pos.x] = entity_glyph.display;
if(ent == level.player) {
grid[view_pos.y][view_pos.x] = COMPASS[compass_dir][0];
} else {
grid[view_pos.y][view_pos.x] = entity_glyph.display;
}
}
});

@ -17,7 +17,7 @@ namespace System {
void init_positions(DinkyECS::World &world, SpatialMap &collider);
void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
void plan_motion(DinkyECS::World& world, Point move_to);
std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, Point aim);
std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir);
void enemy_ai(GameLevel &level);
void combat(GameLevel &level);

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