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

305 lines
8.4 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;
struct Player {
DinkyECS::Entity entity;
};
struct Position {
Point location;
};
struct Motion {
int dx;
int dy;
};
struct Combat {
int hp;
int damage;
};
struct Treasure {
int amount;
};
struct Tile {
std::string chr = "!";
};
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();
}
void GUI::create_renderer() {
auto player = $world.get<Player>();
$map_view = Renderer([&, player] {
const auto& player_position = $world.component<Position>(player.entity);
Matrix &walls = $game_map.walls();
$game_map.set_target(player_position.location);
$game_map.make_paths();
Matrix &paths = $game_map.paths();
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);
}
}
}
$world.system<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) {
$canvas.DrawText(pos.location.x*2, pos.location.y*4, tile.chr);
});
return canvas($canvas);
});
$document = Renderer([&, player]{
const auto& player_combat = $world.component<Combat>(player.entity);
return hbox({
hflow(
vbox(
text(format("HP: {}", player_combat.hp)) | border,
text($status_text) | border
) | xflex_grow
),
separator(),
hbox(),
});
});
}
void GUI::handle_events() {
sf::Event event;
auto player = $world.get<Player>();
auto& player_motion = $world.component<Motion>(player.entity);
while($window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
$window.close();
} else if(event.type == sf::Event::KeyPressed) {
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
player_motion.dx = -1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
player_motion.dx = 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
player_motion.dy = -1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
player_motion.dy = 1;
}
// COMPOSE system? You create a bunch of callbacks and then combine them into
// a single run over the data?
// move enemies system
$world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
if(ent != player.entity) {
Point out = position.location;
$game_map.neighbors(out, false);
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
}
});
// motion system
$world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
if($game_map.inmap(move_to.x, move_to.y) && !$game_map.iswall(move_to.x,move_to.y)) {
$game_map.clear_target(position.location);
position.location = move_to;
}
});
// combat system
auto combatSystem = [&]() {
const auto& player_position = $world.component<Position>(player.entity);
$world.system<Position, Combat>([&](const auto &ent, auto &pos, auto &combat) {
if(ent != player.entity && pos.location.x == player_position.location.x &&
pos.location.y == player_position.location.y) {
$burn_baby_burn = true;
}
});
};
combatSystem();
}
}
}
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() {
$hit_sound.play();
for(int i = 0; i < 10; ++i) {
int x = Random::uniform<int>(-10,10);
int y = Random::uniform<int>(-10,10);
// add x/y back to draw screen
draw_screen(true, x, y);
std::this_thread::sleep_for(1ms);
}
}
void GUI::configure_world() {
dbc::check($game_map.room_count() > 1, "not enough rooms in map.");
// configure a player as a fact of the world
Player player{$world.entity()};
$world.set<Player>(player);
$world.assign<Position>(player.entity, {$game_map.place_entity(0)});
$world.assign<Motion>(player.entity, {0, 0});
$world.assign<Combat>(player.entity, {100, 10});
$world.assign<Tile>(player.entity, {PLAYER_TILE});
auto enemy = $world.entity();
$world.assign<Position>(enemy, {$game_map.place_entity(1)});
$world.assign<Motion>(enemy, {0,0});
$world.assign<Combat>(enemy, {20, 10});
$world.assign<Tile>(enemy, {ENEMY_TILE});
auto enemy2 = $world.entity();
$world.assign<Position>(enemy2, {$game_map.place_entity(2)});
$world.assign<Motion>(enemy2, {0,0});
$world.assign<Combat>(enemy2, {20, 10});
$world.assign<Tile>(enemy2, {"*"});
auto gold = $world.entity();
$world.assign<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)});
$world.assign<Treasure>(gold, {100});
$world.assign<Tile>(gold, {"$"});
}
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();
$burn_baby_burn = false;
}
draw_screen();
}
int GUI::main() {
configure_world();
create_renderer();
while($window.isOpen()) {
render_scene();
handle_events();
std::this_thread::sleep_for(10ms);
}
return 0;
}