A ton of the game basic functions are now working. I have a random gen man, enemies, and enemies pathing to you.

main
Zed A. Shaw 1 week ago
parent 2e8abbaf5e
commit dd6d29ed7d
  1. 37
      main.cpp
  2. 4
      map.hpp

@ -23,6 +23,7 @@ using std::string;
using namespace fmt; using namespace fmt;
using namespace std::chrono_literals; using namespace std::chrono_literals;
int main() { int main() {
using namespace ftxui; using namespace ftxui;
std::string reset_position; std::string reset_position;
@ -33,17 +34,38 @@ int main() {
game_map.generate(); game_map.generate();
Matrix &walls = game_map.walls(); Matrix &walls = game_map.walls();
Room &start = game_map.room(0); Room &start = game_map.room(0);
Room &bad_room = game_map.room(1);
Room &gold_room = game_map.room(game_map.room_count() - 1);
Point me = {.x=start.x+1, .y=start.y+1}; Point me = {.x=start.x+1, .y=start.y+1};
Point enemy = {.x=bad_room.x+1, .y=bad_room.y+1};
Point goal = {.x=gold_room.x+1, .y=gold_room.y+1};
string dead_yet = "NOT DEAD";
bool show_paths = false;
auto map = Renderer([&] { auto map = Renderer([&] {
game_map.set_target(me);
game_map.make_paths();
Matrix &paths = game_map.paths();
for(size_t x = 0; x < walls[0].size(); ++x) { for(size_t x = 0; x < walls[0].size(); ++x) {
for(size_t y = 0; y < walls.size(); ++y) { for(size_t y = 0; y < walls.size(); ++y) {
const string tile = walls[y][x] == 1 ? "#" : "."; string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
if(tile == "#") {
c.DrawText(x*2, y*4, tile, Color::GrayDark); c.DrawText(x*2, y*4, tile, Color::GrayDark);
} else if(show_paths) {
int pnum = paths[y][x];
c.DrawText(x*2, y*4, tile, Color::Palette16(pnum % 7 + 1));
} else {
c.DrawText(x*2, y*4, ".", Color::GrayDark);
}
} }
} }
c.DrawText(enemy.x*2, enemy.y*4, "!", Color::Red);
c.DrawText(me.x*2, me.y*4, "@", Color::Blue); c.DrawText(me.x*2, me.y*4, "@", Color::Blue);
c.DrawText(goal.x*2, goal.y*4, "$", Color::Yellow);
return canvas(c); return canvas(c);
}); });
@ -53,7 +75,7 @@ int main() {
hflow( hflow(
vbox( vbox(
gauge(0.5) | border, gauge(0.5) | border,
text("STATUS") | border text(dead_yet) | border
) | xflex_grow ) | xflex_grow
), ),
separator(), separator(),
@ -78,9 +100,20 @@ int main() {
} }
if(game_map.inmap(x,y) && !game_map.iswall(x,y)) { if(game_map.inmap(x,y) && !game_map.iswall(x,y)) {
game_map.clear_target(me);
me.x = x; me.x = x;
me.y = y; me.y = y;
} }
// move enemy here
bool found = game_map.neighbors(enemy, true);
if(enemy.x == me.x && enemy.y == me.y) {
dead_yet = "YOU DIED!";
} else if(goal.x == me.x && goal.y == me.y) {
dead_yet = "YOU WIN!";
}
return true; return true;
}); });

@ -63,6 +63,10 @@ public:
return m_rooms[at]; return m_rooms[at];
} }
size_t room_count() {
return m_rooms.size();
}
void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height); void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
void add_door(Room &room); void add_door(Room &room);

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