#include "raycaster.hpp" #include #include #include #include #include "constants.hpp" #include "stats.hpp" #include "levelmanager.hpp" #include "components.hpp" #include using namespace components; void draw_gui(sf::RenderWindow &window, 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\nmean:{:>8.5}\nsdev: {:>8.5}\nmin: {:>8.5}\nmax: {:>8.5}\ncount:{:<10}\n\nVSync? {}\nFR Limit: {}\nDebug? {}\n\nHit R to reset.", stats.mean(), stats.stddev(), stats.min, stats.max, stats.n, VSYNC, FRAME_LIMIT, DEBUG_BUILD)); 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.$tile_ids); } void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) { weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2}); weapon.setRotation(sf::degrees(rotation)); window.draw(weapon); } enum MoveState { MOVE, ROTATE, STRAFE, IDLE }; struct CameraLOL { double t = 0.0; double moveSpeed = 0.1; double rotSpeed = 0.1; double targetX = 0.0; double targetY = 0.0; int targetDir = 0; double targetDirX = 0.0; double targetDirY = 0.0; double targetPlaneX = 0.0; double targetPlaneY = 0.0; void plan_run(Raycaster &rayview, int dir) { t = 0.0; targetX = rayview.$posX + int(rayview.$dirX * 1.5 * dir); targetY = rayview.$posY + int(rayview.$dirY * 1.5 * dir); targetDir = dir; } bool lerp_run(Raycaster &rayview) { t += moveSpeed; rayview.$posX = std::lerp(rayview.$posX, targetX, t); rayview.$posY = std::lerp(rayview.$posY, targetY, t); return t >= 1.0; } void plan_rotate(Raycaster &rayview, int dir) { t = 0.0; double angle_dir = std::numbers::pi * 0.5 * dir; targetDirX = rayview.$dirX * cos(angle_dir) - rayview.$dirY * sin(angle_dir); targetDirY = rayview.$dirX * sin(angle_dir) + rayview.$dirY * cos(angle_dir); targetPlaneX = rayview.$planeX * cos(angle_dir) - rayview.$planeY * sin(angle_dir); targetPlaneY = rayview.$planeX * sin(angle_dir) + rayview.$planeY * cos(angle_dir); targetDir = dir; } bool lerp_rotate(Raycaster &rayview) { t += rotSpeed; rayview.$dirX = std::lerp(rayview.$dirX, targetDirX, t); rayview.$dirY = std::lerp(rayview.$dirY, targetDirY, t); rayview.$planeX = std::lerp(rayview.$planeX, targetPlaneX, t); rayview.$planeY = std::lerp(rayview.$planeY, targetPlaneY, t); return t > 1.0; } }; inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview, MoveState &state, CameraLOL &camera) { while(const auto event = window.pollEvent()) { if(event->is()) { window.close(); } if(const auto* key = event->getIf()) { if(key->scancode == sf::Keyboard::Scan::W) { camera.plan_run(rayview, 1); state = MOVE; } else if(key->scancode == sf::Keyboard::Scan::S) { camera.plan_run(rayview, -1); state = MOVE; } if(key->scancode == sf::Keyboard::Scan::D) { camera.plan_rotate(rayview, -1); state = ROTATE; } else if(key->scancode == sf::Keyboard::Scan::A) { camera.plan_rotate(rayview, 1); state = ROTATE; } } } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) { if(rayview.$active_shader == nullptr) { rayview.$active_shader = &rayview.$paused; } else { rayview.$active_shader = nullptr; } } } int main() { sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing"); sf::Font font{"./assets/text.otf"}; sf::Text text{font}; text.setFillColor({255,255,255}); text.setPosition({10,10}); Point player{0, 0}; LevelManager levels; GameLevel &cur_level = levels.current(); TexturePack textures; textures.load_tiles(); textures.load_sprites(); auto map = generate_map(textures, cur_level, player); Point evil_eye_1, evil_eye_2; dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1"); dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2"); Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); rayview.init_shaders(); rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); rayview.position_camera(player.x + 0.5, player.y + 0.5); rayview.position_sprite(evil_eye_1, "evil_eye"); rayview.position_sprite(evil_eye_2, "evil_eye"); float rotation = -30.0f; Stats stats; window.setVerticalSyncEnabled(VSYNC); window.setFramerateLimit(FRAME_LIMIT); MoveState state = IDLE; CameraLOL camera; while(window.isOpen()) { auto start = std::chrono::high_resolution_clock::now(); rayview.render(); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); stats.sample(1/elapsed.count()); auto weapon_sprite_ptr = rayview.$textures.sword.sprite; draw_gui(window, text, stats); draw_weapon(window, *weapon_sprite_ptr, rotation); window.display(); if(state == IDLE) { handle_window_events(window, rayview, state, camera); } else if(state == MOVE) { if(camera.lerp_run(rayview)) { state = IDLE; } } else if(state == ROTATE) { if(camera.lerp_rotate(rayview)) { state = IDLE; } } else if(state == STRAFE) { state = IDLE; } else { dbc::sentinel("invalid move state."); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) { stats.reset(); } if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { rayview.$anim.play(false); rotation = -30.0f; } else { rotation = -10.0f; } } return 0; }