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@ -2,7 +2,6 @@ |
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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#include <chrono> // for operator""s, chrono_literals |
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#include <ftxui/screen/screen.hpp> // for Full, Screen |
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#include <iostream> // for cout, ostream |
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#include <memory> // for allocator, shared_ptr |
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#include <string> // for string, operator<< |
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@ -12,7 +11,9 @@ |
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#include <ftxui/dom/node.hpp> // for Render |
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#include <ftxui/screen/box.hpp> // for ftxui |
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#include <ftxui/component/component.hpp> |
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#include <ftxui/component/loop.hpp> |
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#include <ftxui/screen/color.hpp> |
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive |
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#include <fmt/core.h> |
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#include "map.hpp" |
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@ -30,34 +31,25 @@ int main() { |
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Map game_map(50, 27); |
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game_map.generate(); |
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auto map = Renderer([&] { |
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Matrix &result = game_map.paths(); |
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Matrix &walls = game_map.walls(); |
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Room &start = game_map.room(0); |
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Point me = {.x=start.x+1, .y=start.y+1}; |
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for(size_t x = 0; x < result[0].size(); ++x) { |
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for(size_t y = 0; y < result.size(); ++y) { |
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auto path = result[y][x]; |
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if(path == 1000 || walls[y][x] == 1) { |
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// it's a wall or unreachable, use the wall_map
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auto map = Renderer([&] { |
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for(size_t x = 0; x < walls[0].size(); ++x) { |
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for(size_t y = 0; y < walls.size(); ++y) { |
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const string tile = walls[y][x] == 1 ? "#" : "."; |
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c.DrawText(x*2, y*4, tile, Color::GrayDark); |
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} else { |
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// it's a path number, show it
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const string tile = format("{}", path); |
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auto color = Color::Palette16(path % 7 + 1); |
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c.DrawText(x*2, y*4, tile, color); |
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} |
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} |
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} |
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// draw the character
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//c.DrawText(10*2, 10*4, "@", Color::Blue);
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c.DrawText(me.x*2, me.y*4, "@", Color::Blue); |
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return canvas(c); |
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}); |
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auto document = hbox({ |
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auto document = Renderer([&]{ |
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return hbox({ |
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hflow( |
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vbox( |
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gauge(0.5) | border, |
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@ -67,13 +59,37 @@ int main() { |
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separator(), |
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hbox(map->Render()), |
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}) | border; |
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}); |
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document |= CatchEvent([&](Event e) -> bool { |
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size_t x = me.x; |
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size_t y = me.y; |
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auto screen = Screen::Create(Dimension::Full()); |
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Render(screen, document); |
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if(e == Event::ArrowLeft) { |
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x -= 1; |
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} else if(e == Event::ArrowRight) { |
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x += 1; |
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} else if(e == Event::ArrowDown) { |
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y += 1; |
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} else if(e == Event::ArrowUp) { |
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y -= 1; |
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} else { |
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return false; |
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} |
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std::cout << reset_position; |
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screen.Print(); |
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reset_position = screen.ResetPosition(); |
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if(game_map.inmap(x,y) && !game_map.iswall(x,y)) { |
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me.x = x; |
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me.y = y; |
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} |
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return true; |
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}); |
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auto screen = ScreenInteractive::Fullscreen(); |
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Loop loop(&screen, document); |
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while(!loop.HasQuitted()) { |
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loop.RunOnceBlocking(); |
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} |
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return 0; |
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} |
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