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181 lines
5.1 KiB
181 lines
5.1 KiB
#include "raycaster.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "constants.hpp"
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "components.hpp"
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#include "camera.hpp"
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#include <numbers>
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using namespace components;
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void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stats &stats) {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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window.draw(rect);
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text.setString(
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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.\n\ndir: {:>2.2},{:>2.2}\npos: {:>2.2},{:>2.2}",
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stats.mean(), stats.stddev(), stats.min,
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stats.max, stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD, rayview.$dirX,
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rayview.$dirY, rayview.$posX, rayview.$posY));
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window.draw(text);
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}
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Matrix generate_map(TexturePack &textures, GameLevel &level, Point &player_out) {
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auto &tiles = level.map->tiles();
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auto &player = level.world->get_the<Player>();
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auto &player_position = level.world->get<Position>(player.entity);
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player_out = player_position.location;
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return textures.convert_char_to_texture(tiles.$tile_ids);
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}
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void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
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weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
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weapon.setRotation(sf::degrees(rotation));
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window.draw(weapon);
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}
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enum MoveState {
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MOVE,
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ROTATE,
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STRAFE,
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IDLE
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};
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inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
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MoveState &state, CameraLOL &camera)
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{
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while(const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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}
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if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
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if(key->scancode == sf::Keyboard::Scan::W) {
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camera.plan_run(rayview, 1);
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state = MOVE;
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} else if(key->scancode == sf::Keyboard::Scan::S) {
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camera.plan_run(rayview, -1);
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state = MOVE;
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}
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if(key->scancode == sf::Keyboard::Scan::Q) {
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camera.plan_rotate(rayview, 1);
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state = ROTATE;
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} else if(key->scancode == sf::Keyboard::Scan::E) {
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camera.plan_rotate(rayview, -1);
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state = ROTATE;
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}
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if(key->scancode == sf::Keyboard::Scan::D) {
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camera.plan_strafe(rayview, -1);
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state = STRAFE;
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} else if(key->scancode == sf::Keyboard::Scan::A) {
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camera.plan_strafe(rayview, 1);
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state = STRAFE;
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}
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
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if(rayview.$active_shader == nullptr) {
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rayview.$active_shader = &rayview.$paused;
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} else {
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rayview.$active_shader = nullptr;
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}
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}
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}
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int main() {
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
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sf::Font font{"./assets/text.otf"};
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sf::Text text{font};
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text.setFillColor({255,255,255});
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text.setPosition({10,10});
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Point player{0, 0};
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LevelManager levels;
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GameLevel &cur_level = levels.current();
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TexturePack textures;
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textures.load_tiles();
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textures.load_sprites();
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auto map = generate_map(textures, cur_level, player);
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Point evil_eye_1, evil_eye_2;
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dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1");
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dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2");
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Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
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rayview.init_shaders();
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rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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rayview.position_camera(player.x + 0.5, player.y + 0.5);
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rayview.position_sprite(evil_eye_1, "evil_eye");
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rayview.position_sprite(evil_eye_2, "evil_eye");
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float rotation = -30.0f;
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Stats stats;
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window.setVerticalSyncEnabled(VSYNC);
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window.setFramerateLimit(FRAME_LIMIT);
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MoveState state = IDLE;
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CameraLOL camera;
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while(window.isOpen()) {
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auto start = std::chrono::high_resolution_clock::now();
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rayview.render();
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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stats.sample(1/elapsed.count());
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auto weapon_sprite_ptr = rayview.$textures.sword.sprite;
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draw_gui(window, rayview, text, stats);
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draw_weapon(window, *weapon_sprite_ptr, rotation);
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window.display();
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if(state == IDLE) {
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handle_window_events(window, rayview, state, camera);
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} else if(state == MOVE) {
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if(camera.play_run(rayview)) {
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state = IDLE;
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}
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} else if(state == ROTATE) {
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if(camera.play_rotate(rayview)) {
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state = IDLE;
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}
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} else if(state == STRAFE) {
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if(camera.play_strafe(rayview)) {
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state = IDLE;
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}
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} else {
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dbc::sentinel("invalid move state.");
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
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rayview.position_camera(player.x + 0.5, player.y + 0.5);
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stats.reset();
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}
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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rayview.$anim.play(false);
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rotation = -30.0f;
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} else {
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rotation = -10.0f;
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}
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}
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return 0;
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}
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