Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tools/arena_fsm.cpp

120 lines
2.5 KiB

#include "gui_fsm.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#include "components.hpp"
#include <numbers>
#include "systems.hpp"
#include "events.hpp"
#include "sound.hpp"
#include <fmt/xchar.h>
#include "arena_fsm.hpp"
namespace arena {
using namespace components;
FSM::FSM(std::string enemy_name) :
$enemy_name(enemy_name),
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Arena Battle Tester"),
$font{FONT_FILE_NAME}
{
}
void FSM::event(Event ev) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, END, ev);
}
}
void FSM::START(Event ) {
run_systems();
$level = $level_mgr.current();
auto entity_id = $level_mgr.spawn_enemy($enemy_name);
$arena_ui = make_shared<ArenaUI>($level.world, entity_id);
$arena_ui->init();
state(State::IDLE);
}
void FSM::END(Event ev) {
dbc::log(fmt::format("END: received event after done: {}", int(ev)));
}
void FSM::IDLE(Event ev) {
using enum Event;
switch(ev) {
case QUIT:
$window.close();
state(State::END);
return; // done
case CLOSE:
dbc::log("Nothing to close.");
break;
case TICK:
// do nothing
break;
case ATTACK:
dbc::log("ATTACK!");
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
}
void FSM::keyboard_mouse() {
while(const auto ev = $window.pollEvent()) {
if(ev->is<sf::Event::Closed>()) {
event(Event::QUIT);
}
if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
if(mouse->button == sf::Mouse::Button::Left) {
sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
(void)pos;
}
}
if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::Escape:
event(Event::CLOSE);
break;
case KEY::Space:
event(Event::ATTACK);
break;
default:
break; // ignored
}
}
}
}
void FSM::draw_gui() {
if($arena_ui != nullptr) {
$arena_ui->render($window);
}
}
void FSM::render() {
$window.clear();
draw_gui();
$window.display();
}
void FSM::run_systems() {
}
bool FSM::active() {
return !in_state(State::END);
}
void FSM::handle_world_events() {
}
}