#include "raycaster.hpp" #include #include #include #include #include "constants.hpp" #include "stats.hpp" #include "levelmanager.hpp" #include "components.hpp" #include "camera.hpp" #include #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(); auto &player_position = level.world->get(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 { 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 = $window.pollEvent()) { if(keyev->is()) { event(MainEvent::QUIT); } if(const auto* key = keyev->getIf()) { using KEY = sf::Keyboard::Scan; switch(key->scancode) { case KEY::W: event(MainEvent::MOVE_FORWARD); break; case KEY::S: event(MainEvent::MOVE_BACK); break; case KEY::Q: event(MainEvent::ROTATE_LEFT); break; case KEY::E: event(MainEvent::ROTATE_RIGHT); break; case KEY::D: event(MainEvent::MOVE_RIGHT); break; case KEY::A: event(MainEvent::MOVE_LEFT); break; default: break; // ignored } } } } }; int main() { sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing"); sf::Font font{"./assets/text.otf"}; sf::Text text{font}; text.setFillColor({255,255,255}); text.setPosition({10,10}); Point player{0, 0}; LevelManager levels; GameLevel &cur_level = levels.current(); TexturePack textures; textures.load_tiles(); textures.load_sprites(); auto map = generate_map(textures, cur_level, player); Point evil_eye_1, evil_eye_2; dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1"); dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2"); Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); rayview.init_shaders(); rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); rayview.position_camera(player.x + 0.5, player.y + 0.5); rayview.position_sprite(evil_eye_1, "evil_eye"); rayview.position_sprite(evil_eye_2, "evil_eye"); float rotation = -30.0f; Stats stats; window.setVerticalSyncEnabled(VSYNC); window.setFramerateLimit(FRAME_LIMIT); MainFSM fsm(window, rayview); fsm.event(MainEvent::STARTED); while(window.isOpen()) { auto start = std::chrono::high_resolution_clock::now(); rayview.render(); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); stats.sample(1/elapsed.count()); auto weapon_sprite_ptr = rayview.$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(); } else{ fsm.event(MainEvent::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; } } return 0; }