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

136 lines
3.4 KiB

#include "main_ui.hpp"
#include "components.hpp"
#include "easings.hpp"
#include <fmt/xchar.h>
#include "constants.hpp"
namespace gui {
using namespace components;
MainUI::MainUI(sf::RenderWindow& window) :
$window(window),
$rayview(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT),
$camera($rayview)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
}
void MainUI::dirty() {
$needs_render = true;
}
void MainUI::init() {
auto& player_position = $level.world->get<Position>($level.player);
auto player = player_position.location;
$rayview.init_shaders();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
auto st = textures::get("down_the_well");
auto bounds = st.sprite->getLocalBounds();
st.sprite->setPosition({RAY_VIEW_X + bounds.size.x / 2,
RAY_VIEW_Y + bounds.size.y / 2});
st.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2});
$overlay_ui.init();
}
void MainUI::show_level() {
$show_level = true;
}
void MainUI::render() {
auto aimed_at = $camera.aimed_at();
if($level.collision->occupied(aimed_at)) {
$rayview.aiming_at = $level.collision->get(aimed_at);
} else {
$rayview.aiming_at = 0;
}
if($show_level) {
auto time = $clock.getElapsedTime();
auto st = textures::get("down_the_well");
float tick = ease::in_out_back(ease::sine(time.asSeconds()));
float scale = std::lerp(1.0, 1.3, tick);
st.sprite->setScale({scale, scale});
$window.draw(*st.sprite);
$overlay_ui.show_label("middle", L"INTO THE WELL YOU GO...");
} else {
if($needs_render) $rayview.render();
$rayview.draw($window);
}
$overlay_ui.render($window);
}
void MainUI::health_low() {
$overlay_ui.show_sprite("middle", "blood_splatter");
}
bool MainUI::play_rotate() {
bool done = $camera.play_rotate();
$needs_render = !done;
return done;
}
// this could be an optional that returs a Point
std::optional<Point> MainUI::play_move() {
if($camera.play_move()) {
$needs_render = false;
Point pos{
size_t($camera.target_x),
size_t($camera.target_y)};
return std::make_optional<Point>(pos);
} else {
$needs_render = true;
return std::nullopt;
}
}
void MainUI::plan_rotate(int dir) {
// -1 is left, 1 is right
$compass_dir = ($compass_dir + dir) % COMPASS.size();
$camera.plan_rotate(dir);
}
Point MainUI::plan_move(int dir, bool strafe) {
return $camera.plan_move(dir, strafe);
}
void MainUI::abort_plan() {
$camera.abort_plan();
}
void MainUI::dead_entity(DinkyECS::Entity entity) {
auto &sprite = $level.world->get<components::Sprite>(entity);
$rayview.update_sprite(entity, sprite);
}
void MainUI::update_level(GameLevel level) {
$level = level;
auto& player_position = $level.world->get<Position>($level.player);
auto player = player_position.location;
$rayview.update_level($level);
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$compass_dir = 0;
dirty();
}
void MainUI::mouse(int x, int y) {
if($show_level) {
$show_level = false;
$level.world->send<Events::GUI>(Events::GUI::STAIRS_DOWN, $level.player, {});
$overlay_ui.close_label("middle");
} else {
$overlay_ui.$gui.mouse(x, y);
}
}
}