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

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1.7 KiB

#pragma once
#include "constants.hpp"
#include "stats.hpp"
#include "levelmanager.hpp"
#include "fsm.hpp"
#include "render.hpp"
#include "map_view.hpp"
#include "main_ui.hpp"
#include "combat_ui.hpp"
#include "status_ui.hpp"
#include "overlay_ui.hpp"
#include "boss_fight_ui.hpp"
namespace gui {
enum class State {
START,
MOVING,
IN_COMBAT,
COMBAT_ROTATE,
ATTACKING,
MAPPING,
ROTATING,
NEXT_LEVEL,
IDLE,
END
};
enum class Event {
STARTED,
TICK,
MOVE_FORWARD,
MOVE_BACK,
MOVE_LEFT,
MOVE_RIGHT,
MAP_OPEN,
CLOSE,
ROTATE_LEFT,
ROTATE_RIGHT,
ATTACK,
START_COMBAT,
STOP_COMBAT,
STAIRS_DOWN,
QUIT
};
class FSM : public DeadSimpleFSM<State, Event> {
public:
sf::RenderWindow $window;
bool $draw_stats = false;
bool autowalking = false;
LevelManager $levels;
MainUI $main_ui;
SFMLRender $renderer;
GameLevel $level;
shared_ptr<BossFightUI> $boss_fight_ui = nullptr;
MapViewUI $map_ui;
CombatUI $combat_ui;
StatusUI $status_ui;
sf::Font $font;
FSM();
void event(Event ev);
void autowalk();
void start_autowalk(double rot_speed);
void START(Event );
void MOVING(Event );
void ATTACKING(Event );
void MAPPING(Event);
void ROTATING(Event );
void IDLE(Event ev);
void IN_COMBAT(Event ev);
void COMBAT_ROTATE(Event ev);
void NEXT_LEVEL(Event ev);
void END(Event ev);
void try_move(int dir, bool strafe);
void keyboard_mouse();
void draw_gui();
void render();
bool active();
void run_systems();
void handle_world_events();
void next_level();
};
}