#include "raycaster.hpp" #include #include #include #include #include "constants.hpp" #include "stats.hpp" #include "levelmanager.hpp" #include "components.hpp" 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.$tile_ids); } void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) { weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2}); weapon.setRotation(sf::degrees(rotation)); window.draw(weapon); } int main() { sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing"); sf::Font font{"./assets/text.otf"}; sf::Text text{font}; text.setFillColor({255,255,255}); text.setPosition({10,10}); Point player{0, 0}; LevelManager levels; GameLevel &cur_level = levels.current(); TexturePack textures; textures.load_tiles(); textures.load_sprites(); auto map = generate_map(textures, cur_level, player); Point evil_eye_pos{player.x+1, player.y+1}; Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y); rayview.position_camera(player.x, player.y); rayview.init_shaders(); DinkyECS::Entity evil_ent = rayview.position_sprite(evil_eye_pos, "evil_eye"); double moveSpeed = 0.1; double rotSpeed = 0.1; const auto onClose = [&window](const sf::Event::Closed&) { window.close(); }; float rotation = -30.0f; Stats stats; window.setVerticalSyncEnabled(VSYNC); window.setFramerateLimit(FRAME_LIMIT); double new_x = evil_eye_pos.x+0.1; double new_y = evil_eye_pos.y+0.1; while(window.isOpen()) { auto start = std::chrono::high_resolution_clock::now(); rayview.render(); auto end = std::chrono::high_resolution_clock::now(); auto elapsed = std::chrono::duration(end - start); stats.sample(1/elapsed.count()); auto weapon_sprite_ptr = rayview.$textures.sword.sprite; draw_gui(window, text, stats); draw_weapon(window, *weapon_sprite_ptr, rotation); window.display(); if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) { rayview.run(moveSpeed, 1); } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) { rayview.run(moveSpeed, -1); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) { rayview.rotate(rotSpeed, -1); } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) { rayview.rotate(rotSpeed, 1); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) { stats.reset(); } 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::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { new_x += 0.1; new_y += 0.1; rayview.$collision.move(evil_eye_pos, {size_t(new_x), size_t(new_y)}, evil_ent); evil_eye_pos = {size_t(new_x), size_t(new_y)}; rayview.$sprites[evil_ent].x = new_x; rayview.$sprites[evil_ent].y = new_y; rayview.$anim.play(false); rotation = -30.0f; } else { rotation = -10.0f; } window.handleEvents(onClose); } return 0; }