Make it so the canvas for the map view is calculated based on the font size, which will allow for zooming.

main
Zed A. Shaw 1 month ago
parent 9f1e9717a0
commit 02a45d890f
  1. 24
      gui.cpp
  2. 9
      gui.hpp
  3. 4
      systems.cpp

@ -50,18 +50,30 @@ sf::Color GUI::color(Value val) {
return VALUES[size_t(val)]; return VALUES[size_t(val)];
} }
GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y), GUI::GUI() :
$canvas(VIEW_PORT_X * 2, VIEW_PORT_Y * 4), $game_map(GAME_MAP_X, GAME_MAP_Y),
$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), $window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
$screen(SCREEN_X, SCREEN_Y), $screen(SCREEN_X, SCREEN_Y),
$map_screen(VIEW_PORT_X, VIEW_PORT_Y) $map_screen(0,0)
{ {
$font.loadFromFile("./assets/text.otf");
// calculate display size
sf::Glyph base_glyph = $font.getGlyph(L'', MAP_FONT_SIZE, false);
auto bounds = base_glyph.bounds;
$view_port = {
size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
size_t(std::ceil(VIDEO_Y / bounds.height))
};
// set canvas to best size
$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
$map_screen = Screen($view_port.x, $view_port.y);
int res = $hit_buf.loadFromFile("./assets/hit.wav"); int res = $hit_buf.loadFromFile("./assets/hit.wav");
dbc::check(res, "failed to load hit.wav"); dbc::check(res, "failed to load hit.wav");
$hit_sound.setBuffer($hit_buf); $hit_sound.setBuffer($hit_buf);
$font.loadFromFile("./assets/text.otf");
$ui_text.setFont($font); $ui_text.setFont($font);
$ui_text.setPosition(0,0); $ui_text.setPosition(0,0);
$ui_text.setCharacterSize(UI_FONT_SIZE); $ui_text.setCharacterSize(UI_FONT_SIZE);
@ -74,7 +86,7 @@ void GUI::create_renderer() {
auto player = $world.get<Player>(); auto player = $world.get<Player>();
$map_view = Renderer([&] { $map_view = Renderer([&] {
System::draw_map($world, $game_map, $canvas, VIEW_PORT_X, VIEW_PORT_Y); System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
return canvas($canvas); return canvas($canvas);
}); });

@ -17,16 +17,14 @@
using std::string; using std::string;
using ftxui::Canvas, ftxui::Component, ftxui::Screen; using ftxui::Canvas, ftxui::Component, ftxui::Screen;
constexpr int GAME_MAP_X = 60; constexpr int GAME_MAP_X = 90;
constexpr int GAME_MAP_Y = 30; constexpr int GAME_MAP_Y = 90;
constexpr int VIEW_PORT_X = 30;
constexpr int VIEW_PORT_Y = 15;
constexpr int GAME_MAP_POS = 600; constexpr int GAME_MAP_POS = 600;
constexpr int SCREEN_X = 40; constexpr int SCREEN_X = 40;
constexpr int SCREEN_Y = 30; constexpr int SCREEN_Y = 30;
constexpr int VIDEO_X = 1600; constexpr int VIDEO_X = 1600;
constexpr int VIDEO_Y = 900; constexpr int VIDEO_Y = 900;
constexpr int MAP_FONT_SIZE=60; constexpr int MAP_FONT_SIZE=90;
constexpr int UI_FONT_SIZE=30; constexpr int UI_FONT_SIZE=30;
enum class Value { enum class Value {
@ -52,6 +50,7 @@ class GUI {
DinkyECS::World $world; DinkyECS::World $world;
sf::Texture $font_texture; sf::Texture $font_texture;
std::unordered_map<wchar_t, sf::Sprite> $sprites; std::unordered_map<wchar_t, sf::Sprite> $sprites;
Point $view_port = {0,0};
public: public:
GUI(); GUI();

@ -25,15 +25,19 @@ void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player
void System::motion(DinkyECS::World &world, Map &game_map) { void System::motion(DinkyECS::World &world, Map &game_map) {
world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) { world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
Point move_to = { Point move_to = {
position.location.x + motion.dx, position.location.x + motion.dx,
position.location.y + motion.dy position.location.y + motion.dy
}; };
motion = {0,0}; // clear it after getting it motion = {0,0}; // clear it after getting it
// avoid colision, but could this be a different system?
if(game_map.inmap(move_to.x, move_to.y) && !game_map.iswall(move_to.x,move_to.y)) { if(game_map.inmap(move_to.x, move_to.y) && !game_map.iswall(move_to.x,move_to.y)) {
position.location = move_to; position.location = move_to;
} }
}
}); });
} }

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