Now have a basic prototype lighting system.

main
Zed A. Shaw 1 week ago
parent 1bb04b4562
commit a9217e8423
  1. 57
      ansi_parser.cpp
  2. 23
      ansi_parser.rl
  3. 4
      assets/config.json
  4. 29
      systems.cpp

@ -10,7 +10,7 @@
using namespace fmt;
#line 115 "ansi_parser.rl"
#line 121 "ansi_parser.rl"
@ -101,7 +101,7 @@ static const int ansi_parser_error = 0;
static const int ansi_parser_en_main = 26;
#line 118 "ansi_parser.rl"
#line 124 "ansi_parser.rl"
#include <ftxui/screen/terminal.hpp>
@ -124,7 +124,7 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
const wchar_t *eof = pe;
sf::Color bgcolor($default_bg);
sf::Color color($default_fg);
sf::Color &target = color;
sf::Color* target = &color;
#line 122 "ansi_parser.cpp"
@ -132,7 +132,7 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
cs = ansi_parser_start;
}
#line 143 "ansi_parser.rl"
#line 149 "ansi_parser.rl"
#line 125 "ansi_parser.cpp"
{
@ -246,13 +246,13 @@ _match:
case 3:
#line 43 "ansi_parser.rl"
{
target = color;
target = &color;
}
break;
case 4:
#line 46 "ansi_parser.rl"
{
target = bgcolor;
target = &bgcolor;
}
break;
case 5:
@ -263,14 +263,20 @@ _match:
break;
case 6:
#line 54 "ansi_parser.rl"
{ color = $default_fg; }
{
color = $default_fg;
color_cb(color, bgcolor);
}
break;
case 7:
#line 55 "ansi_parser.rl"
{ bgcolor = $default_bg; }
#line 58 "ansi_parser.rl"
{
bgcolor = $default_bg;
color_cb(color, bgcolor);
}
break;
case 8:
#line 56 "ansi_parser.rl"
#line 62 "ansi_parser.rl"
{
color = $default_bg;
bgcolor = $default_fg;
@ -278,7 +284,7 @@ _match:
}
break;
case 9:
#line 61 "ansi_parser.rl"
#line 67 "ansi_parser.rl"
{
color = $default_fg;
bgcolor = $default_bg;
@ -286,40 +292,40 @@ _match:
}
break;
case 10:
#line 66 "ansi_parser.rl"
#line 72 "ansi_parser.rl"
{
color = sf::Color(100,100,100);
color_cb(color, bgcolor);
}
break;
case 11:
#line 70 "ansi_parser.rl"
#line 76 "ansi_parser.rl"
{
color = sf::Color::Red;
color_cb(color, bgcolor);
}
break;
case 12:
#line 75 "ansi_parser.rl"
{ target.r = value; }
#line 81 "ansi_parser.rl"
{ target->r = value; }
break;
case 13:
#line 76 "ansi_parser.rl"
{ target.g = value; }
#line 82 "ansi_parser.rl"
{ target->g = value; }
break;
case 14:
#line 77 "ansi_parser.rl"
{ target.b = value; }
#line 83 "ansi_parser.rl"
{ target->b = value; }
break;
case 15:
#line 78 "ansi_parser.rl"
#line 84 "ansi_parser.rl"
{ value = 0; }
break;
case 16:
#line 79 "ansi_parser.rl"
#line 85 "ansi_parser.rl"
{}
break;
#line 292 "ansi_parser.cpp"
#line 298 "ansi_parser.cpp"
}
}
@ -336,10 +342,10 @@ _again:
while ( __nacts-- > 0 ) {
switch ( *__acts++ ) {
case 16:
#line 79 "ansi_parser.rl"
#line 85 "ansi_parser.rl"
{}
break;
#line 310 "ansi_parser.cpp"
#line 316 "ansi_parser.cpp"
}
}
}
@ -347,12 +353,11 @@ _again:
_out: {}
}
#line 144 "ansi_parser.rl"
#line 150 "ansi_parser.rl"
bool good = pe - p == 0;
if(!good) {
println("FAIL AT {}", pe - p);
p -= 10;
// dear cthuhlu, save me from the pain that is wstring
for(int i = 0; i < 100; i++) {

@ -41,18 +41,24 @@ using namespace fmt;
color_cb(color, bgcolor);
}
action is_fg {
target = color;
target = &color;
}
action is_bg {
target = bgcolor;
target = &bgcolor;
}
action out {
write_cb(fc);
}
action reset_fg { color = $default_fg; }
action reset_bg { bgcolor = $default_bg; }
action reset_fg {
color = $default_fg;
color_cb(color, bgcolor);
}
action reset_bg {
bgcolor = $default_bg;
color_cb(color, bgcolor);
}
action invert {
color = $default_bg;
bgcolor = $default_fg;
@ -72,9 +78,9 @@ using namespace fmt;
color_cb(color, bgcolor);
}
action red { target.r = value; }
action blue { target.g = value; }
action green { target.b = value; }
action red { target->r = value; }
action blue { target->g = value; }
action green { target->b = value; }
action start { value = 0; }
action end {}
action log { println("command {}", (char)fc); }
@ -137,7 +143,7 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
const wchar_t *eof = pe;
sf::Color bgcolor($default_bg);
sf::Color color($default_fg);
sf::Color &target = color;
sf::Color* target = &color;
%% write init;
%% write exec;
@ -145,7 +151,6 @@ bool ANSIParser::parse(std::wstring_view codes, ColorCB color_cb, WriteCB write_
bool good = pe - p == 0;
if(!good) {
println("FAIL AT {}", pe - p);
p -= 10;
// dear cthuhlu, save me from the pain that is wstring
for(int i = 0; i < 100; i++) {

@ -1,8 +1,8 @@
{
"map": {
"WALL_TILE": "",
"WALL_TILE": "\ua5b8",
"FLOOR_TILE": "\u2849",
"PLAYER_TILE": "",
"PLAYER_TILE": "\ua66b",
"ENEMY_TILE": "Ω",
"BG_TILE": "█"
},

@ -159,27 +159,34 @@ void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canv
// LIGHT: if tile is in light then color ++ otherwise --
// LIGHT: is put into the/a collision map and if a cell is a light's neighbor
// it gets brighter.
const int LIGHT_MIN = 30;
const int LIGHT_MAX = 180;
const int LIGHT_MIN = 10;
const int LIGHT_MAX = 110;
int light_strength = 100; // lower is stronger
Point light_at{start.x+x, start.y+y};
int dnum = paths[light_at.y][light_at.x];
int light_value = std::clamp(255 - (dnum * 75), LIGHT_MIN, LIGHT_MAX);
int light_value = std::clamp(255 - (dnum * light_strength), LIGHT_MIN, LIGHT_MAX);
// "WALL_TILE": "\u2591",
// "WALL_TILE": "\ua5b8",
if(tile == config.WALL_TILE) {
canvas.DrawText(x * 2, y * 4, tile, Color::HSV(230, 20, 20));
canvas.DrawText(x * 2, y * 4, config.WALL_TILE, [](auto &pixel) {
pixel.foreground_color = Color::HSV(230, 20, 10);
pixel.background_color = Color::HSV(230, 20, 30);
});
} else if(DEBUG_MAP) {
string num = format("{:x}", dnum);
num = num.size() > 2 ? "*" : num;
canvas.DrawText(x * 2, y * 4, num, Color::HSV(dnum * 20, 150, light_value));
canvas.DrawText(x * 2, y * 4, num, [dnum, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
pixel.background_color = Color::HSV(30, 20, light_value / 5);
});
} else {
// floor tile or similar
// BUG: no idea why this works but this actually implements decent light
canvas.DrawText(x * 2, y * 4, tile, [&, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(30, light_value / 2, light_value);
pixel.background_color = Color::HSV(30, 20, light_value);
});
canvas.DrawText(x * 2, y * 4, tile, [light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(30, 40, light_value);
pixel.background_color = Color::HSV(30, 20, light_value / 5);
});
}
}
}

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