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

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3.9 KiB

#pragma once
#include "config.hpp"
#include "constants.hpp"
#include "dinkyecs.hpp"
#include "point.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/System/Vector2.hpp>
#include <functional>
#include <optional>
#include "easings.hpp"
#include "json_mods.hpp"
namespace components {
using namespace nlohmann;
struct Position {
Point location;
};
struct Motion {
int dx;
int dy;
bool random=false;
};
struct Loot {
int amount;
};
struct Tile {
std::string display;
std::array<uint8_t, 3> foreground;
std::array<uint8_t, 3> background;
};
struct GameConfig {
Config game;
Config enemies;
Config items;
Config tiles;
Config devices;
Config bosses;
};
struct EnemyConfig {
int hearing_distance = 10;
};
struct Debug {
bool PATHS=false;
bool LIGHT=false;
bool FPS=false;
};
struct Weapon {
int damage = 0;
};
struct Curative {
int hp = 10;
};
struct BossFight {
std::string background;
std::optional<std::string> stage;
std::string weapon_sound;
};
struct Combat {
int hp;
int max_hp;
int damage;
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead = false;
int attack(Combat &target);
};
struct LightSource {
int strength = 0;
float radius = 1.0f;
};
struct Device {
json config;
std::vector<std::string> events;
void configure_events(std::vector<std::string> &event_names);
};
struct Sprite {
string name;
int width;
int height;
float scale;
};
struct Sound {
std::string attack;
std::string death;
};
struct Animation {
float scale = 0.0f;
bool simple = true;
int frames = 10;
float speed = 0.3f;
ease::Style easing = ease::IN_OUT_BACK;
float ease_rate = 0.5f;
bool stationary = false;
int current = 0;
bool playing = false;
float subframe = 0;
int texture_width = TEXTURE_WIDTH;
void play();
float twitching();
void step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out);
};
struct Player {
DinkyECS::Entity entity;
};
template <typename T> struct NameOf;
using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
ENROLL_COMPONENT(Tile, display, foreground, background);
ENROLL_COMPONENT(BossFight, background, stage, weapon_sound);
ENROLL_COMPONENT(Sprite, name, width, height, scale);
ENROLL_COMPONENT(Curative, hp);
ENROLL_COMPONENT(LightSource, strength, radius);
ENROLL_COMPONENT(Weapon, damage);
ENROLL_COMPONENT(Loot, amount);
ENROLL_COMPONENT(Position, location.x, location.y);
ENROLL_COMPONENT(EnemyConfig, hearing_distance);
ENROLL_COMPONENT(Motion, dx, dy, random);
ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
ENROLL_COMPONENT(Device, config, events);
ENROLL_COMPONENT(Animation, scale, simple, frames,
speed, easing, ease_rate, stationary);
ENROLL_COMPONENT(Sound, attack, death);
template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
COMPONENT result;
from_json(data, result);
return result;
}
template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
for (auto &i : data["components"]) {
if(i["_type"] == NameOf<COMPONENT>::name) {
return convert<COMPONENT>(i);
}
}
return {};
}
template <typename COMPONENT> void enroll(ComponentMap &m) {
m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
COMPONENT c;
from_json(j, c);
world.set<COMPONENT>(ent, c);
};
}
void configure(ComponentMap& component_map);
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
}