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

70 lines
1.6 KiB

#include "map_view.hpp"
#include <functional>
#include <string>
#include "dbc.hpp"
#include "components.hpp"
#include "rand.hpp"
#include "animation.hpp"
#include "systems.hpp"
#include "rand.hpp"
#include <codecvt>
#include <iostream>
#include <fmt/xchar.h>
namespace gui {
using namespace components;
MapViewUI::MapViewUI(GameLevel &level) :
$level(level),
$paper(textures::get("full_screen_paper"))
{
}
void MapViewUI::update_level(GameLevel &level) {
$level = level;
}
void MapViewUI::init() {
//auto top_right = overlay.entity("top_right");
//auto cell = overlay.cell_for(top_right);
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout(
"[status| *%(200)map_grid | _ ]"
);
auto grid = $gui.entity("map_grid");
$gui.set<guecs::Textual>(grid,
{L"Loading...", 65, {27, 26, 23, 150}, 10});
auto status = $gui.entity("status");
$gui.set<guecs::Textual>(status,
{L"Loading...", 25, {37, 36, 33}, 25});
$paper.sprite->setPosition({0, 0});
$gui.init();
}
void MapViewUI::render(sf::RenderWindow &window) {
window.draw(*$paper.sprite);
auto grid = $gui.entity("map_grid");
auto status = $gui.entity("status");
std::wstring map_out = System::draw_map($level, 23, 9);
auto& map_text = $gui.get<guecs::Textual>(grid);
map_text.update(map_out);
auto& status_text = $gui.get<guecs::Textual>(status);
std::wstring status_out = fmt::format(
L"Level: {}\n"
L"Enemies Killed: A Lot\n",
$level.index + 1);
status_text.update(status_out);
$gui.render(window);
// $gui.debug_layout(window);
}
}