You can now go down stairs to new levels, but when you do you become stairs or a random monster.

main
Zed A. Shaw 2 weeks ago
parent c14efee9ea
commit 2825faf038
  1. 4
      assets/config.json
  2. 9
      dinkyecs.hpp
  3. 58
      gui.cpp
  4. 27
      gui.hpp
  5. 24
      levelmanager.cpp
  6. 11
      levelmanager.hpp
  7. 16
      worldbuilder.cpp

@ -6,8 +6,8 @@
},
"worldgen": {
"enemy_probability": 10,
"empty_room_probability": 60,
"enemy_probability": 20,
"empty_room_probability": 10,
"device_probability": 100
}
}

@ -58,13 +58,20 @@ namespace DinkyECS {
template <typename Comp>
Comp &get_the() {
auto comp_id = std::type_index(typeid(Comp));
dbc::check($facts.contains(comp_id), "!!!! ATTEMPT to access world fact that hasn't been set yet.");
dbc::check($facts.contains(comp_id),
fmt::format("!!!! ATTEMPT to access world fact that hasn't been set yet: {}", typeid(Comp).name()));
// use .at to get std::out_of_range if fact not set
std::any &res = $facts.at(comp_id);
return std::any_cast<Comp&>(res);
}
template <typename Comp>
bool has_the() {
auto comp_id = std::type_index(typeid(Comp));
return $facts.contains(comp_id);
}
template <typename Comp>
void set(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();

@ -69,8 +69,8 @@ void InventoryUI::create_render() {
$inventory_box = Menu(&$menu_list, &$selected, option);
$inventory_render = Renderer([&] {
auto &player = $world.get_the<Player>();
auto &inventory = $world.get<Inventory>(player.entity);
auto &player = $level.world->get_the<Player>();
auto &inventory = $level.world->get<Inventory>(player.entity);
update_menu_list(inventory);
return hbox({
@ -101,12 +101,12 @@ void InventoryUI::update_menu_list(Inventory& inventory) {
}
void StatusUI::create_render() {
auto player = $world.get_the<Player>();
auto player = $level.world->get_the<Player>();
auto status_rend = Renderer([&, player]{
const auto& player_combat = $world.get<Combat>(player.entity);
const auto& inventory = $world.get<Inventory>(player.entity);
const auto& combat = $world.get<Combat>(player.entity);
const auto& player_combat = $level.world->get<Combat>(player.entity);
const auto& inventory = $level.world->get<Inventory>(player.entity);
const auto& combat = $level.world->get<Combat>(player.entity);
$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
std::vector<Element> log_list;
@ -136,23 +136,27 @@ void StatusUI::create_render() {
set_renderer(status_rend);
}
MapViewUI::MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map) :
MapViewUI::MapViewUI(GameLevel &level) :
Panel(GAME_MAP_PIXEL_POS, 0, 0, 0, true),
$world(world), $lights(lights), $game_map(game_map)
$level(level)
{}
void MapViewUI::update_level(GameLevel &level) {
$level = level;
}
void MapViewUI::draw_map() {
const auto& debug = $world.get_the<Debug>();
const auto& player = $world.get_the<Player>();
const auto& player_position = $world.get<Position>(player.entity);
Point start = $game_map.center_camera(player_position.location, width, height);
auto &tiles = $game_map.tiles();
auto &paths = $game_map.paths();
auto &lighting = $lights.lighting();
const auto& debug = $level.world->get_the<Debug>();
const auto& player = $level.world->get_the<Player>();
const auto& player_position = $level.world->get<Position>(player.entity);
Point start = $level.map->center_camera(player_position.location, width, height);
auto &tiles = $level.map->tiles();
auto &paths = $level.map->paths();
auto &lighting = $level.lights->lighting();
// WARN: this is exploiting that -1 in size_t becomes largest
size_t end_x = std::min(size_t(width), $game_map.width() - start.x);
size_t end_y = std::min(size_t(height), $game_map.height() - start.y);
size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
for(size_t y = 0; y < end_y; ++y) {
for(size_t x = 0; x < end_x; ++x)
@ -178,7 +182,7 @@ void MapViewUI::draw_map() {
}
}
System::draw_entities($world, $game_map, lighting, $canvas, start, width, height);
System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
}
void MapViewUI::create_render() {
@ -195,9 +199,9 @@ void MapViewUI::resize_canvas() {
GUI::GUI() :
$level($level_manager.current()),
$status_ui(*$level.world),
$map_view(*$level.world, *$level.lights, *$level.map),
$inventory_ui(*$level.world),
$status_ui($level),
$map_view($level),
$inventory_ui($level),
$sounds("./assets")
{
// this needs a config file soon
@ -291,7 +295,7 @@ void GUI::handle_world_events() {
$status_ui.log(format("Up stairs has test {}.",
(bool)device.config["test"]));
toggle_modal(&$next_level_ui, $next_level);
// toggle_modal(&$next_level_ui, $next_level);
} break;
default:
$status_ui.log(format("INVALID EVENT! {},{}", evt, entity));
@ -502,5 +506,15 @@ int GUI::main(bool run_once) {
}
void GUI::next_level() {
size_t index = $level_manager.create_level($level.world);
fmt::println("LEVEL manager returned index: {}", index);
auto &level = $level_manager.next();
$status_ui.update_level(level);
$inventory_ui.update_level(level);
$map_view.update_level(level);
$level = level;
render_scene();
run_systems();
}

@ -79,16 +79,19 @@ class InventoryUI : public Panel {
Component $inventory_box;
Component $inventory_render;
Component $inventory_table;
DinkyECS::World& $world;
GameLevel $level;
std::vector<std::string> $menu_list;
std::string $item_text = "No item selected.";
InventoryUI(DinkyECS::World& world) :
InventoryUI(GameLevel level) :
Panel(INVENTORY_PIXEL_X, INVENTORY_PIXEL_Y, INVENTORY_WIDTH, INVENTORY_HEIGHT),
$world(world)
$level(level)
{}
void create_render();
void update_level(GameLevel &level) { $level = level; }
void update_menu_list(components::Inventory& inventory);
};
@ -96,40 +99,42 @@ class StatusUI : public Panel {
public:
ActionLog $log;
string $status_text = "NOT DEAD";
DinkyECS::World& $world;
GameLevel $level;
StatusUI(DinkyECS::World& world) :
StatusUI(GameLevel level) :
Panel(0, 0, STATUS_UI_WIDTH, STATUS_UI_HEIGHT),
$log({{"Welcome to the game!"}}),
$world(world) {}
$level(level) {}
void create_render();
void log(string msg) {
$log.log(msg);
}
void update_level(GameLevel &level) { $level = level; }
};
class MapViewUI : public Panel {
public:
Canvas $canvas;
DinkyECS::World& $world;
LightRender& $lights;
Map& $game_map;
GameLevel $level;
MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map);
MapViewUI(GameLevel &level);
void create_render();
void resize_canvas();
void draw_map();
void update_level(GameLevel &level);
};
class GUI {
LevelManager $level_manager;
GameLevel &$level;
GameLevel $level;
StatusUI $status_ui;
MapViewUI $map_view;
InventoryUI $inventory_ui;
DeathUI $death_ui;
NextLevelUI $next_level_ui;
Canvas $canvas;
bool $inventory_open = false;
bool $player_died = false;

@ -3,20 +3,40 @@
#include "constants.hpp"
#include "save.hpp"
#include "systems.hpp"
#include "components.hpp"
using lighting::LightRender;
using std::shared_ptr, std::make_shared;
using namespace components;
LevelManager::LevelManager() {
create_level();
}
size_t LevelManager::create_level() {
size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
auto world = make_shared<DinkyECS::World>();
save::load_configs(*world);
auto map = make_shared<Map>(GAME_MAP_X, GAME_MAP_Y);
if(prev_world != nullptr) {
auto player = prev_world->get_the<Player>();
world->set_the<Player>(player);
auto inventory = prev_world->get<Inventory>(player.entity);
world->set<Inventory>(player.entity, inventory);
world->set_the<Debug>(prev_world->get_the<Debug>());
auto& combat = prev_world->get<Combat>(player.entity);
world->set<Combat>(player.entity, combat);
auto& motion = prev_world->get<Motion>(player.entity);
world->set<Motion>(player.entity, motion);
auto& tile = prev_world->get<Tile>(player.entity);
world->set<Tile>(player.entity, tile);
}
WorldBuilder builder(*map);
builder.generate(*world);

@ -7,13 +7,14 @@
#include <memory>
#include "spatialmap.hpp"
using std::shared_ptr;
struct GameLevel {
size_t index;
std::shared_ptr<Map> map;
std::shared_ptr<DinkyECS::World> world;
std::shared_ptr<lighting::LightRender> lights;
std::shared_ptr<SpatialMap> collision;
shared_ptr<Map> map;
shared_ptr<DinkyECS::World> world;
shared_ptr<lighting::LightRender> lights;
shared_ptr<SpatialMap> collision;
};
class LevelManager {
@ -23,7 +24,7 @@ class LevelManager {
LevelManager();
size_t create_level();
size_t create_level(shared_ptr<DinkyECS::World> prev_world = nullptr);
GameLevel &next();
GameLevel &previous();
GameLevel &current();

@ -226,12 +226,16 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
auto &config = world.get_the<GameConfig>();
// configure a player as a fact of the world
auto player_data = config.enemies["PLAYER_TILE"];
auto player_ent = configure_entity_in_map(world, $map, player_data, 0);
// configure player in the world
Player player{player_ent};
world.set_the<Player>(player);
world.set<Inventory>(player.entity, {5});
if(world.has_the<Player>()) {
fmt::println("PLAYER ALREADY EXISTS LEAVING ALONE");
} else {
auto player_data = config.enemies["PLAYER_TILE"];
auto player_ent = configure_entity_in_map(world, $map, player_data, 0);
// configure player in the world
Player player{player_ent};
world.set_the<Player>(player);
world.set<Inventory>(player.entity, {5});
}
randomize_entities(world, config);
}

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