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370 lines
11 KiB
370 lines
11 KiB
#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <fstream>
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <array>
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/System.hpp>
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#include <SFML/Graphics.hpp>
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#include <fmt/core.h>
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#include "dbc.hpp"
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#include "gui.hpp"
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#include "rand.hpp"
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#include "components.hpp"
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#include "systems.hpp"
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#include "collider.hpp"
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#include "events.hpp"
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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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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sf::Color{1, 4, 2}, // black
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sf::Color{9, 29, 16}, // dark dark
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sf::Color{14, 50, 26}, // dark mid
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sf::Color{0, 109, 44}, // dark light
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sf::Color{63, 171, 92}, // mid
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sf::Color{161, 217, 155}, // light dark
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sf::Color{199, 233, 192}, // light mid
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sf::Color{229, 245, 224}, // light light
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sf::Color{255, 255, 255}, // white
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sf::Color::Transparent, // white
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};
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sf::Color GUI::color(int val) {
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return VALUES[size_t(val)];
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}
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sf::Color GUI::color(Value val) {
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return VALUES[size_t(val)];
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}
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GUI::GUI() :
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$game_map(GAME_MAP_X, GAME_MAP_Y),
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$screen(SCREEN_X, SCREEN_Y),
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$map_screen(0,0),
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$view_port{0,0},
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$map_font_size(BASE_MAP_FONT_SIZE),
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$line_spacing(0)
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{
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$font.loadFromFile("./assets/text.otf");
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resize_map(BASE_MAP_FONT_SIZE);
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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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$game_map.generate();
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}
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void GUI::create_renderer() {
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auto player = $world.get_the<Player>();
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$map_view = Renderer([&] {
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System::draw_map($world, $game_map, $canvas, $view_port.x, $view_port.y);
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return canvas($canvas);
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});
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$document = Renderer([&, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& log = $world.get_the<ActionLog>();
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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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std::vector<Element> log_list;
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for(auto msg : log.messages) {
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log_list.push_back(text(msg));
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}
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auto log_box = vbox(log_list) | yflex_grow | border;
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return hbox({
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hflow(
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vbox(
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text(format("HP: {: >3}", player_combat.hp)) | border,
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text($status_text) | border,
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separator(),
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log_box
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) | flex_grow
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),
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separator(),
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hbox(),
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});
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});
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}
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bool GUI::handle_events() {
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sf::Event event;
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bool event_happened = false;
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auto& log = $world.get_the<ActionLog>();
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auto player = $world.get_the<Player>();
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auto sounds = $world.get_the<SoundManager>();
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while($world.has_event<GUIEvent>()) {
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auto [evt, entity] = $world.recv<GUIEvent>();
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switch(evt) {
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case GUIEvent::HIT: {
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auto combat = $world.get<Combat>(entity);
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if(entity == player.entity) {
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log.log(format("Enemy HIT YOU, you have {} HP!", combat.hp));
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sounds.play("hit");
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shake();
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} else {
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log.log(format("You HIT enemy, they have {} HP!", combat.hp));
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sounds.play("hit");
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shake();
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}
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} break;
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case GUIEvent::MISS:
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if(entity == player.entity) {
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log.log("You MISSED the enemy.");
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} else {
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log.log("Enemy MISSED YOU.");
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}
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break;
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case GUIEvent::DEAD:
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log.log("--- ENEMY DEAD!");
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break;
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default:
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log.log(format("INVALID EVENT! {},{}", evt, entity));
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}
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}
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while($window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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$window.close();
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} else if(event.type == sf::Event::KeyPressed) {
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auto& player_motion = $world.get<Motion>(player.entity);
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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player_motion.dx = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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player_motion.dx = 1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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player_motion.dy = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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player_motion.dy = 1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
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resize_map($map_font_size + 10);
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
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resize_map($map_font_size - 10);
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}
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}
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}
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return event_happened;
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}
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sf::Sprite &GUI::get_text_sprite(wchar_t tile) {
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if(!$sprites.contains(tile)) {
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sf::Glyph glyph = $font.getGlyph(tile, $map_font_size, false);
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// WARNING! we actually have to do this here because SFML caches
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// the glyphs on the font texture, so this gets loaded each time
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// we get a new glyph from the font.
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$font_texture = $font.getTexture($map_font_size);
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sf::Sprite sprite($font_texture);
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sprite.setTextureRect(glyph.textureRect);
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$sprites[tile] = sprite;
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}
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return $sprites[tile];
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}
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void GUI::run_systems() {
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auto player = $world.get_the<Player>();
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System::enemy_pathing($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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System::death($world);
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}
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void GUI::resize_map(int new_size) {
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if(MIN_FONT_SIZE < new_size && new_size < MAX_FONT_SIZE) {
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$sprites.clear(); // need to reset the sprites for the new size
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$map_font_size = new_size;
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$base_glyph = $font.getGlyph(L'█', $map_font_size, false);
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auto bounds = $base_glyph.bounds;
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$line_spacing = $font.getLineSpacing($map_font_size);
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$view_port = {
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size_t(std::ceil((VIDEO_X - GAME_MAP_POS) / bounds.width)),
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size_t(std::ceil(VIDEO_Y / bounds.height))
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};
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// set canvas to best size
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$canvas = Canvas($view_port.x * 2, $view_port.y * 4);
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$map_screen = Screen($view_port.x, $view_port.y);
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}
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}
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void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
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if(clear) $window.clear();
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std::string screenout = $screen.ToString();
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std::wstring main_screen_utf8 = $converter.from_bytes(screenout);
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$ui_text.setString(main_screen_utf8);
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$window.draw($ui_text);
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std::string map_screenout = $map_screen.ToString();
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std::wstring map_screen_utf8 = $converter.from_bytes(map_screenout);
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float y = 0.0f;
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float x = GAME_MAP_POS;
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// make a copy so we don't modify the cached one
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auto bg_sprite = get_text_sprite(L'█');
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auto bg_bounds = bg_sprite.getLocalBounds();
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bg_sprite.setColor(sf::Color(20,20,20));
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auto add_sprite = get_text_sprite(L'!');
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bool has_add = false;
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for(size_t i = 0; i < map_screen_utf8.size(); i++) {
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wchar_t tile = map_screen_utf8[i];
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if(tile == L'\n') {
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// don't bother processing newlines, just skip
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y += $line_spacing;
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x = GAME_MAP_POS;
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} else if(tile == L'\r') {
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continue; // skip these, just windows junk
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} else {
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// it's a visual cell
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bg_sprite.setPosition({x+map_off_x, y+map_off_y});
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sf::Sprite &sprite = get_text_sprite(tile);
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// should look into caching all this instead of calcing it each time
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auto sp_bounds = sprite.getLocalBounds();
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// calculate where to center the sprite, but only if it's smaller
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auto width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
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auto height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
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// TODO: need to center it inside the bg_sprite
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sprite.setPosition({x+width_delta+map_off_x, y+height_delta+map_off_y});
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// get the entity combat and make them light gray if dead
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if(tile == L'█') {
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sprite.setColor(sf::Color(80,80,80));
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} else if(tile == L'☺') {
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sprite.setColor(sf::Color::Blue);
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} else if(tile == L'Ω') {
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sprite.setColor(sf::Color::Red);
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// HACK: just playing with adding multiple characters for drawing
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add_sprite.setColor(sf::Color::Red);
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add_sprite.setPosition({x-3,y-3});
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has_add = true;
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} else if(tile == L'#') {
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sprite.setColor(sf::Color(5,5,5));
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} else {
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sprite.setColor(color(Value::MID));
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}
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// now draw the background sprite and sprite
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// TODO: this can become a standard sprite description
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$window.draw(bg_sprite);
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$window.draw(sprite);
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if(has_add) {
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$window.draw(add_sprite);
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has_add = false;
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}
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// next cell
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x += $base_glyph.advance;
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}
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}
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$window.display();
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}
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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int x = Random::uniform<int>(-20,20);
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int y = Random::uniform<int>(-20,20);
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// add x/y back to draw screen
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draw_screen(true, x, y);
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std::this_thread::sleep_for(1ms);
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}
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}
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void GUI::configure_world() {
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SoundManager sounds("./assets");
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sounds.load("hit", "hit.wav");
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$world.set_the<SoundManager>(sounds);
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$world.set_the<GUIEvent>(GUIEvent::START);
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dbc::check($game_map.room_count() > 1, "not enough rooms in map.");
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// configure a player as a fact of the world
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Player player{$world.entity()};
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$world.set_the<Player>(player);
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ActionLog log{{"Welcome to the game!"}};
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$world.set_the<ActionLog>(log);
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spatial_map collider;
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$world.set_the<spatial_map>(collider);
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$world.set<Position>(player.entity, {$game_map.place_entity(0)});
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$world.set<Motion>(player.entity, {0, 0});
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$world.set<Combat>(player.entity, {100, 10});
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$world.set<Tile>(player.entity, {PLAYER_TILE});
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auto enemy = $world.entity();
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$world.set<Position>(enemy, {$game_map.place_entity(1)});
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$world.set<Motion>(enemy, {0,0});
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$world.set<Combat>(enemy, {20, 10});
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$world.set<Tile>(enemy, {ENEMY_TILE});
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auto enemy2 = $world.entity();
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$world.set<Position>(enemy2, {$game_map.place_entity(2)});
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$world.set<Motion>(enemy2, {0,0});
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$world.set<Combat>(enemy2, {20, 10});
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$world.set<Tile>(enemy2, {"*"});
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auto gold = $world.entity();
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$world.set<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)});
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$world.set<Treasure>(gold, {100});
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$world.set<Tile>(gold, {"$"});
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System::init_positions($world);
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}
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void GUI::render_scene() {
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$screen.Clear();
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$map_screen.Clear();
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Render($map_screen, $map_view->Render());
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Render($screen, $document->Render());
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draw_screen();
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}
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int GUI::main() {
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configure_world();
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create_renderer();
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run_systems();
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while($window.isOpen()) {
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render_scene();
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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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}
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return 0;
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}
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