#include "gui.hpp" #include #include #include #include #include "components.hpp" #include #include "systems.hpp" using namespace components; namespace gui { using ftxui::Color; MapViewUI::MapViewUI(GameLevel &level) : Panel(RAY_VIEW_X, 0, 0, 0, true), $level(level) {} void MapViewUI::update_level(GameLevel &level) { $level = level; } void MapViewUI::draw_map() { const auto& debug = $level.world->get_the(); const auto& player = $level.world->get_the(); const auto& player_position = $level.world->get(player.entity); Point start = $level.map->center_camera(player_position.location, width, height); auto &tiles = $level.map->tiles(); auto &paths = $level.map->paths(); auto &lighting = $level.lights->lighting(); // WARN: this is exploiting that -1 in size_t becomes largest size_t end_x = std::min(size_t(width), $level.map->width() - start.x); size_t end_y = std::min(size_t(height), $level.map->height() - start.y); for(size_t y = 0; y < end_y; ++y) { for(size_t x = 0; x < end_x; ++x) { const TileCell& tile = tiles.at(start.x+x, start.y+y); // light value is an integer that's a percent float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT; int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT; if(debug.PATHS && dnum != WALL_PATH_LIMIT) { string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum); $canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) { pixel.foreground_color = Color::HSV(dnum * 20, 150, 200); pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT); }); } else { $canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) { pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value); pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value); }); } } } System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height); } void MapViewUI::create_render() { set_renderer(Renderer([&] { draw_map(); return canvas($canvas); })); } void MapViewUI::resize_canvas() { // set canvas to best size $canvas = Canvas(width * 2, height * 4); } 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, 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(); $renderer.resize_grid(MAX_FONT_SIZE, $map_view); $map_view.resize_canvas(); state(State::IDLE); } void FSM::MAPPING(Event ev) { // BUG: can't close window when in mapping switch(ev) { case Event::MAP_OPEN: state(State::IDLE); break; case Event::CLOSE: state(State::IDLE); break; case Event::TICK: break; default: dbc::log("invalid event sent to MAPPING"); } } void FSM::MOVING(Event ) { if($camera.play_move($rayview)) { System::plan_motion(*$level.world, {size_t($camera.targetX), size_t($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; case FU::MAP_OPEN: state(State::MAPPING); 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::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); $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); } void FSM::render() { auto start = std::chrono::high_resolution_clock::now(); if(in_state(State::MAPPING)) { $window.clear(); $map_view.render(); $renderer.draw($map_view); } else { $rayview.draw($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() { // 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); } }