#include "gui.hpp" #include #include #include #include #include "components.hpp" #include #include "systems.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}, $map_display{$font}, $rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT) { $window.setVerticalSyncEnabled(VSYNC); $window.setFramerateLimit(FRAME_LIMIT); $text.setPosition({10,10}); $text.setFillColor({255,255,255}); $map_display.setPosition({10, SCREEN_HEIGHT-300}); $map_display.setFillColor({255,255,255}); $map_display.setLetterSpacing(0.5); $map_display.setLineSpacing(0.9); $textures.load_tiles(); $textures.load_sprites(); } void FSM::event(Event ev) { switch($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 ) { generate_map(); $rayview.init_shaders(); $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($rayview)) { System::plan_motion(*$level.world, {size_t($camera.targetX), size_t($camera.targetY)}); run_systems(); 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); return; // done case FU::MOVE_FORWARD: try_move(1, false); break; case FU::MOVE_BACK: try_move(-1, false); break; case FU::MOVE_LEFT: try_move(1, true); break; case FU::MOVE_RIGHT: try_move(-1, true); 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::try_move(int dir, bool strafe) { // prevent moving into occupied space Point move_to = $camera.plan_move($rayview, dir, strafe); if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) { state(State::MOVING); } else { state(State::IDLE); $camera.abort_plan($rayview); } } 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()) { event(Event::QUIT); } if(const auto* key = keyev->getIf()) { 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; 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}); sf::RectangleShape map_rect({SCREEN_WIDTH - RAY_VIEW_WIDTH - 10, 300}); rect.setPosition({0,0}); rect.setFillColor({50, 50, 50}); map_rect.setPosition({0, SCREEN_HEIGHT-300}); map_rect.setFillColor({20, 20, 20}); $window.draw(rect); $window.draw(map_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" "dir: {:>2.02},{:>2.02}\n" "pos: {:>2.02},{:>2.02}\n\n", $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); std::wstring map = $level.map->tiles().minimap(int($rayview.$posX), int($rayview.$posY)); $map_display.setString(map); $window.draw($map_display); } void FSM::render() { auto start = std::chrono::high_resolution_clock::now(); $rayview.draw($window); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); $stats.sample(1/elapsed.count()); draw_gui(); // draw_weapon(); $window.display(); } void FSM::mouse() { if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { $rotation = -30.0f; } else { $rotation = -10.0f; } } void FSM::generate_map() { $level = $levels.current(); auto& player = $level.world->get_the(); auto& player_position = $level.world->get(player.entity); $player = player_position.location; $rayview.set_level($level); } void FSM::run_systems() { System::enemy_pathing($level); System::collision($level); System::motion($level); System::death($level); } bool FSM::active() { return !in_state(State::END); } }