The next little game in the series where I make a fancy rogue game.
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roguish/gui.cpp

172 lines
4.7 KiB

#include <chrono> // for operator""s, chrono_literals
#include <iostream> // for cout, ostream
#include <fstream>
#include <memory> // for allocator, shared_ptr
#include <string> // for string, operator<<
#include <thread> // for sleep_for
#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
#include <ftxui/dom/node.hpp> // for Render
#include <ftxui/screen/box.hpp> // for ftxui
#include <ftxui/component/loop.hpp>
#include <ftxui/screen/color.hpp>
#include <SFML/Window.hpp>
#include <SFML/System.hpp>
#include <fmt/core.h>
#include "dbc.hpp"
#include "gui.hpp"
using std::string;
using namespace fmt;
using namespace std::chrono_literals;
using namespace ftxui;
std::array<sf::Color, 10> VALUES{
sf::Color{1, 4, 2}, // black
sf::Color{9, 29, 16}, // dark dark
sf::Color{14, 50, 26}, // dark mid
sf::Color{0, 109, 44}, // dark light
sf::Color{63, 171, 92}, // mid
sf::Color{161, 217, 155}, // light dark
sf::Color{199, 233, 192}, // light mid
sf::Color{229, 245, 224}, // light light
sf::Color{255, 255, 255}, // white
sf::Color::Transparent, // white
};
sf::Color GUI::color(Value val) {
return VALUES[size_t(val)];
}
GUI::GUI() : game_map_(50, 20),
canvas_(60 * 2, 20 * 4),
window_(sf::VideoMode(1600,900), "Roguish"),
screen_(0,0)
{
int res = hit_buf_.loadFromFile("./assets/hit.wav");
dbc::check(res, "failed to load hit.wav");
hit_sound_.setBuffer(hit_buf_);
font_.loadFromFile("./assets/text.otf");
text_.setFont(font_);
text_.setCharacterSize(30);
text_.setFillColor(color(Value::LIGHT_DARK));
game_map_.generate();
player_.location = game_map_.place_entity(0);
enemy_.location = game_map_.place_entity(1);
goal_ = game_map_.place_entity(game_map_.room_count() - 1);
screen_ = Screen::Create(Dimension::Full());
}
void GUI::create_renderer() {
map_view_ = Renderer([&] {
Matrix &walls = game_map_.walls();
game_map_.set_target(player_.location);
game_map_.make_paths();
Matrix &paths = game_map_.paths();
if(player_.in_state(EntityState::DEAD)) {
status_text_ = "DEAD!";
}
for(size_t x = 0; x < walls[0].size(); ++x) {
for(size_t y = 0; y < walls.size(); ++y) {
string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
if(tile == "#") {
canvas_.DrawText(x*2, y*4, tile);
} else if(show_paths_) {
//int pnum = paths[y][x];
canvas_.DrawText(x*2, y*4, tile);
} else {
canvas_.DrawText(x*2, y*4, ".");
}
}
}
canvas_.DrawText(enemy_.location.x*2, enemy_.location.y*4, "!");
canvas_.DrawText(player_.location.x*2, player_.location.y*4, "@");
canvas_.DrawText(goal_.x*2, goal_.y*4, "$");
return canvas(canvas_);
});
document_ = Renderer([&]{
return hbox({
hflow(
vbox(
text(format("HP: {}", player_.hp)) | border,
text(status_text_) | border
) | xflex_grow
),
separator(),
hbox(map_view_->Render()),
});
});
}
void GUI::handle_events() {
sf::Event event;
while(window_.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window_.close();
} else if(event.type == sf::Event::KeyPressed) {
size_t x = player_.location.x;
size_t y = player_.location.y;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
x -= 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
x += 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
y -= 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
y += 1;
}
if(game_map_.inmap(x,y) && !game_map_.iswall(x,y)) {
game_map_.clear_target(player_.location);
player_.move({x, y});
} else {
hit_sound_.play();
}
// move enemy_ here
bool found = game_map_.neighbors(enemy_.location, true);
if(!found) {
status_text_ = "ENEMY STUCK!";
}
if(enemy_.location.x == player_.location.x && enemy_.location.y == player_.location.y) {
player_.event(EntityEvent::HIT);
} else if(goal_.x == player_.location.x && goal_.y == player_.location.y) {
status_text_ = "YOU WIN!";
}
}
}
}
void GUI::render_scene() {
Render(screen_, document_->Render());
std::string screen_out = screen_.ToString();
std::wstring utf8 = converter_.from_bytes(screen_out);
text_.setString(utf8);
text_.setPosition({0,0});
window_.clear();
window_.draw(text_);
window_.display();
}
int GUI::main() {
create_renderer();
while(window_.isOpen()) {
render_scene();
handle_events();
}
return 0;
}