#include "gui.hpp" #include #include #include #include #include "components.hpp" #include #include "systems.hpp" #include "map_view.hpp" using namespace components; namespace gui { FSM::FSM() : $window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"), $renderer($window), $level($levels.current()), $map_view($level), $font{FONT_FILE_NAME}, $text{$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}); $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, ATTACKING, ev); FSM_STATE(State, MAPPING, ev); FSM_STATE(State, ROTATING, ev); FSM_STATE(State, IDLE, ev); FSM_STATE(State, END, ev); } } void FSM::START(Event ) { generate_map(); $level.world->set_the({}); $rayview.init_shaders(); $rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); $rayview.position_camera($player.x + 0.5, $player.y + 0.5); $renderer.init_terminal(); $map_view.create_render(); $map_view.resize_canvas(); $renderer.resize_grid(MAX_FONT_SIZE, $map_view); run_systems(); state(State::IDLE); } void FSM::MAPPING(Event ev) { // BUG: can't close window when in mapping switch(ev) { case Event::MAP_OPEN: state(State::IDLE); break; case Event::CLOSE: state(State::IDLE); break; case Event::TICK: break; default: dbc::log("invalid event sent to MAPPING"); } } void FSM::MOVING(Event ) { if($camera.play_move($rayview)) { System::plan_motion(*$level.world, {size_t($camera.target_x), size_t($camera.target_y)}); run_systems(); state(State::IDLE); } } void FSM::ATTACKING(Event ev) { switch(ev) { case Event::TICK: $rotation_count++; // just do 10 ticks if($rotation_count % 10 == 0) { run_systems(); $rayview.$anim.play(false); $rotation = -10.0f; state(State::IDLE); } break; default: state(State::IDLE); } } void FSM::ROTATING(Event ) { if($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; case FU::MAP_OPEN: $renderer.resize_grid(MAX_FONT_SIZE, $map_view); $map_view.resize_canvas(); state(State::MAPPING); break; case FU::ATTACK: $rotation = -30.0f; state(State::ATTACKING); break; case FU::CLOSE: dbc::log("Nothing to close."); 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::Space: $rotation = 0; event(Event::ATTACK); break; case KEY::R: $stats.reset(); break; case KEY::M: event(Event::MAP_OPEN); break; case KEY::Escape: event(Event::CLOSE); 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); auto player = $level.world->get_the(); auto player_combat = $level.world->get(player.entity); $text.setString( fmt::format("FPS\n" "HP: {}\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", player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min, $stats.max, $stats.n, VSYNC, FRAME_LIMIT, DEBUG_BUILD, $rayview.$dir_x, $rayview.$dir_y, $rayview.$pos_x, $rayview.$pos_y)); $window.draw($text); } void FSM::render() { if(in_state(State::MAPPING)) { $window.clear(); $map_view.render(); $renderer.draw($map_view); } else { 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_weapon(); } draw_gui(); $window.display(); } void FSM::mouse() { // temporarily gutted } void FSM::generate_map() { // ZED: this should eventually go away now that level manager is in play 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($level); System::lighting($level); System::death($level); } bool FSM::active() { return !in_state(State::END); } }