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

236 lines
6.5 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 <array>
#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"
#include "rand.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(int val) {
return VALUES[size_t(val)];
}
sf::Color GUI::color(Value val) {
return VALUES[size_t(val)];
}
GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y),
$canvas(GAME_MAP_X * 2, GAME_MAP_Y * 4),
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$screen(SCREEN_X, SCREEN_Y),
$map_screen(GAME_MAP_X, GAME_MAP_Y)
{
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");
$ui_text.setFont($font);
$ui_text.setPosition(0,0);
$ui_text.setCharacterSize(UI_FONT_SIZE);
$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
$map_text.setFont($font);
$map_text.setPosition(GAME_MAP_POS,0);
$map_text.setCharacterSize(MAP_FONT_SIZE);
$map_text.setFillColor(color(Value::MID));
$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);
}
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 ? WALL_TILE : format("{}", paths[y][x]);
if(tile == WALL_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, FLOOR_TILE);
}
}
}
$canvas.DrawText($enemy.location.x*2, $enemy.location.y*4, ENEMY_TILE);
$canvas.DrawText($player.location.x*2, $player.location.y*4, PLAYER_TILE);
$canvas.DrawText($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(),
});
});
}
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 {
$shake_it = true;
$hit_sound.play();
}
// move $enemy here
2 months ago
// BUG: when the enemy has no path it goes through walls, which means
// this neighbors function is not working right. Probably updating
// enemy.location in an out parameter isn't the best idea.
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);
$burn_baby_burn = true;
} else if($goal.x == $player.location.x && $goal.y == $player.location.y) {
$status_text = "YOU WIN!";
}
}
}
}
void GUI::burn() {
for(int i = 0; i < 20; ++i) {
$map_text.setFillColor(color(i % VALUES.size()));
int x = Random::uniform<int>(-10,10);
int y = Random::uniform<int>(-10,10);
draw_screen(false, x, y);
std::this_thread::sleep_for(2ms);
}
$map_text.setFillColor(color(Value::MID));
}
void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
if(clear) $window.clear();
$window.draw($ui_text);
$map_text.setPosition(GAME_MAP_POS+map_off_x, map_off_y);
$window.draw($map_text);
$window.display();
}
void GUI::shake() {
for(int i = 0; i < 10; ++i) {
int x = Random::uniform<int>(-10,10);
int y = Random::uniform<int>(-10,10);
// add x/y back to draw screen
draw_screen(true, x, y);
std::this_thread::sleep_for(1ms);
}
}
void GUI::render_scene() {
Render($map_screen, $map_view->Render());
Render($screen, $document->Render());
std::string $screenout = $screen.ToString();
std::wstring main_screen_utf8 = $converter.from_bytes($screenout);
$ui_text.setString(main_screen_utf8);
std::string $map_screenout = $map_screen.ToString();
std::wstring map_screen_utf8 = $converter.from_bytes($map_screenout);
$map_text.setString(map_screen_utf8);
if($shake_it) {
shake();
$shake_it = false;
}
if($burn_baby_burn) {
burn();
$burn_baby_burn = false;
}
draw_screen();
}
int GUI::main() {
create_renderer();
while($window.isOpen()) {
render_scene();
handle_events();
std::this_thread::sleep_for(10ms);
}
return 0;
}