diff --git a/gui.cpp b/gui.cpp index 7f3049b..8377343 100644 --- a/gui.cpp +++ b/gui.cpp @@ -49,10 +49,10 @@ sf::Color GUI::color(Value val) { } GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y), - $canvas(GAME_MAP_X * 2, GAME_MAP_Y * 4), + $canvas(VIEW_PORT_X * 2, VIEW_PORT_Y * 4), $window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"), $screen(SCREEN_X, SCREEN_Y), - $map_screen(GAME_MAP_X, GAME_MAP_Y) + $map_screen(VIEW_PORT_X, VIEW_PORT_Y) { int res = $hit_buf.loadFromFile("./assets/hit.wav"); dbc::check(res, "failed to load hit.wav"); @@ -77,27 +77,7 @@ void GUI::create_renderer() { auto player = $world.get(); $map_view = Renderer([&, player] { - const auto& player_position = $world.component(player.entity); - Matrix &walls = $game_map.walls(); - $game_map.set_target(player_position.location); - $game_map.make_paths(); - Matrix &paths = $game_map.paths(); - - for(size_t x = 0; x < walls[0].size(); ++x) { - for(size_t y = 0; y < walls.size(); ++y) { - string tile = walls[y][x] == 1 ? WALL_TILE : format("{}", paths[y][x]); - if(tile == WALL_TILE) { - $canvas.DrawText(x*2, y*4, tile); - } else if($show_paths) { - //int pnum = paths[y][x]; - $canvas.DrawText(x*2, y*4, tile); - } else { - $canvas.DrawText(x*2, y*4, FLOOR_TILE); - } - } - } - - System::draw_entities($world, $canvas); + System::draw_map($world, $game_map, $canvas, VIEW_PORT_X, VIEW_PORT_Y); return canvas($canvas); }); @@ -118,13 +98,15 @@ void GUI::create_renderer() { void GUI::handle_events() { sf::Event event; - auto player = $world.get(); - auto& player_motion = $world.component(player.entity); while($window.pollEvent(event)) { if(event.type == sf::Event::Closed) { $window.close(); } else if(event.type == sf::Event::KeyPressed) { + auto player = $world.get(); + auto& player_motion = $world.component(player.entity); + auto& player_position = $world.component(player.entity); + if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { player_motion.dx = -1; } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { @@ -135,6 +117,8 @@ void GUI::handle_events() { player_motion.dy = 1; } + $game_map.set_target(player_position.location); + $game_map.make_paths(); // COMPOSE system? You create a bunch of callbacks and then combine them into // a single run over the data? System::enemy_pathing($world, $game_map, player); diff --git a/gui.hpp b/gui.hpp index 3cf8fab..edb10af 100644 --- a/gui.hpp +++ b/gui.hpp @@ -16,8 +16,10 @@ using std::string; using ftxui::Canvas, ftxui::Component, ftxui::Screen; -constexpr int GAME_MAP_X = 30; -constexpr int GAME_MAP_Y = 15; +constexpr int GAME_MAP_X = 60; +constexpr int GAME_MAP_Y = 30; +constexpr int VIEW_PORT_X = 30; +constexpr int VIEW_PORT_Y = 15; constexpr int GAME_MAP_POS = 600; constexpr int SCREEN_X = 40; constexpr int SCREEN_Y = 30; @@ -25,10 +27,6 @@ constexpr int VIDEO_X = 1600; constexpr int VIDEO_Y = 900; constexpr int MAP_FONT_SIZE=60; constexpr int UI_FONT_SIZE=30; -#define WALL_TILE "█" -#define FLOOR_TILE "·" -#define PLAYER_TILE "☺" -#define ENEMY_TILE "Ω" enum class Value { BLACK=0, DARK_DARK, DARK_MID, diff --git a/map.hpp b/map.hpp index bbb8f50..63c3b00 100644 --- a/map.hpp +++ b/map.hpp @@ -3,12 +3,18 @@ #include #include #include +#include +#include #define INV_WALL 0 #define INV_SPACE 1 - #define WALL_VALUE 1 #define SPACE_VALUE 0 +#define WALL_TILE "█" +#define FLOOR_TILE "·" +#define PLAYER_TILE "☺" +#define ENEMY_TILE "Ω" + struct Point { size_t x = 0; @@ -81,4 +87,14 @@ public: void set_door(Room &room, int value); void dump(); Point place_entity(size_t room_index); + + Point map_to_camera(const Point &loc, const Point &cam_orig) { + return {loc.x - cam_orig.x, loc.y - cam_orig.y}; + } + + Point center_camera(const Point &around, size_t view_x, size_t view_y) { + size_t start_x = std::clamp(int(around.x - view_x / 2), 0, int(width() - view_x)); + size_t start_y = std::clamp(int(around.y - view_y / 2), 0, int(height() - view_y)); + return {start_x, start_y}; + } }; diff --git a/systems.cpp b/systems.cpp index 2a9b30e..1f1d627 100644 --- a/systems.cpp +++ b/systems.cpp @@ -1,4 +1,9 @@ #include "systems.hpp" +#include +#include + +using std::string; +using namespace fmt; void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) { // move enemies system @@ -38,9 +43,31 @@ void System::combat(DinkyECS::World &world, Player &player) { }); }; - -void System::draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas) { +void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) { world.system([&](const auto &ent, auto &pos, auto &tile) { - canvas.DrawText(pos.location.x*2, pos.location.y*4, tile.chr); + if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x + && pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) { + Point loc = game_map.map_to_camera(pos.location, cam_orig); + canvas.DrawText(loc.x*2, loc.y*4, tile.chr); + } }); } + +void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y) { + const auto& player = world.get(); + const auto& player_position = world.component(player.entity); + Point start = game_map.center_camera(player_position.location, view_x, view_y); + Matrix &walls = game_map.walls(); + + size_t end_x = std::min(view_x, game_map.width() - start.x); + size_t end_y = std::min(view_y, game_map.height() - start.y); + + for(size_t x = 0; x < end_x; ++x) { + for(size_t y = 0; y < end_y; ++y) { + string tile = walls[start.y+y][start.x+x] == 1 ? WALL_TILE : FLOOR_TILE; + canvas.DrawText(x * 2, y * 4, tile); + } + } + + System::draw_entities(world, game_map, canvas, start, view_x, view_y); +} diff --git a/systems.hpp b/systems.hpp index 9a7a19a..d6277c9 100644 --- a/systems.hpp +++ b/systems.hpp @@ -7,6 +7,7 @@ namespace System { void motion(DinkyECS::World &world, Map &game_map); void combat(DinkyECS::World &world, Player &player); - void draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas); void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player); + void draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y); + void draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y); }