Our hero can walk around the world and won't go through walls.

main
Zed A. Shaw 2 months ago
parent bcc524861e
commit 2e8abbaf5e
  1. 62
      main.cpp
  2. 4
      map.cpp
  3. 4
      map.hpp

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

@ -292,6 +292,10 @@ void Map::generate() {
}
}
bool Map::iswall(size_t x, size_t y) {
return m_walls[y][x] == WALL_VALUE;
}
void Map::dump() {
dump_map("PATHS", m_paths);

@ -59,11 +59,15 @@ public:
int limit() { return m_limit; }
size_t width() { return m_walls[0].size(); }
size_t height() { return m_walls.size(); }
Room &room(size_t at) {
return m_rooms[at];
}
void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
void add_door(Room &room);
bool inmap(size_t x, size_t y);
bool iswall(size_t x, size_t y);
bool neighbors(Point &out, bool up);
void generate();
void place_rooms(Room &root);

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