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@ -26,6 +26,7 @@ using std::string; |
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using namespace fmt; |
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using namespace fmt; |
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using namespace std::chrono_literals; |
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using namespace std::chrono_literals; |
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using namespace ftxui; |
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using namespace ftxui; |
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using namespace Components; |
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std::array<sf::Color, 10> VALUES{ |
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std::array<sf::Color, 10> VALUES{ |
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sf::Color{1, 4, 2}, // black
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sf::Color{1, 4, 2}, // black
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@ -96,8 +97,9 @@ void GUI::create_renderer() { |
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}); |
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}); |
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} |
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} |
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void GUI::handle_events() { |
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bool GUI::handle_events() { |
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sf::Event event; |
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sf::Event event; |
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bool event_happened = false; |
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while($window.pollEvent(event)) { |
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while($window.pollEvent(event)) { |
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if(event.type == sf::Event::Closed) { |
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if(event.type == sf::Event::Closed) { |
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@ -105,27 +107,31 @@ void GUI::handle_events() { |
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} else if(event.type == sf::Event::KeyPressed) { |
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} else if(event.type == sf::Event::KeyPressed) { |
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auto player = $world.get<Player>(); |
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auto player = $world.get<Player>(); |
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auto& player_motion = $world.component<Motion>(player.entity); |
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auto& player_motion = $world.component<Motion>(player.entity); |
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auto& player_position = $world.component<Position>(player.entity); |
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { |
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { |
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player_motion.dx = -1; |
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player_motion.dx = -1; |
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event_happened = true; |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { |
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player_motion.dx = 1; |
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player_motion.dx = 1; |
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event_happened = true; |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { |
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player_motion.dy = -1; |
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player_motion.dy = -1; |
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event_happened = true; |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { |
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { |
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player_motion.dy = 1; |
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player_motion.dy = 1; |
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event_happened = true; |
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} |
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} |
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$game_map.set_target(player_position.location); |
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$game_map.make_paths(); |
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// COMPOSE system? You create a bunch of callbacks and then combine them into
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// a single run over the data?
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System::enemy_pathing($world, $game_map, player); |
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System::motion($world, $game_map); |
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System::combat($world, player); |
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} |
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} |
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} |
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} |
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return event_happened; |
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} |
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void GUI::run_systems() { |
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auto player = $world.get<Player>(); |
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System::enemy_pathing($world, $game_map, player); |
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System::motion($world, $game_map); |
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System::combat($world, player); |
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} |
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} |
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void GUI::burn() { |
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void GUI::burn() { |
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@ -209,7 +215,10 @@ int GUI::main() { |
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while($window.isOpen()) { |
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while($window.isOpen()) { |
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render_scene(); |
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render_scene(); |
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handle_events(); |
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if(handle_events()) { |
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run_systems(); |
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} |
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std::this_thread::sleep_for(10ms); |
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std::this_thread::sleep_for(10ms); |
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} |
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} |
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