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171 lines
4.7 KiB
171 lines
4.7 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 <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 <fmt/core.h>
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#include "dbc.hpp"
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#include "gui.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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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(Value val) {
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return VALUES[size_t(val)];
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}
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GUI::GUI() : game_map_(50, 20),
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canvas_(60 * 2, 20 * 4),
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window_(sf::VideoMode(1600,900), "Roguish"),
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screen_(0,0)
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{
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int res = hit_buf_.loadFromFile("./assets/hit.wav");
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dbc::check(res, "failed to load hit.wav");
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hit_sound_.setBuffer(hit_buf_);
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font_.loadFromFile("./assets/text.otf");
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text_.setFont(font_);
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text_.setCharacterSize(30);
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text_.setFillColor(color(Value::LIGHT_DARK));
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game_map_.generate();
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player_.location = game_map_.place_entity(0);
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enemy_.location = game_map_.place_entity(1);
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goal_ = game_map_.place_entity(game_map_.room_count() - 1);
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screen_ = Screen::Create(Dimension::Full());
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}
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void GUI::create_renderer() {
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map_view_ = Renderer([&] {
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Matrix &walls = game_map_.walls();
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game_map_.set_target(player_.location);
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game_map_.make_paths();
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Matrix &paths = game_map_.paths();
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if(player_.in_state(EntityState::DEAD)) {
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status_text_ = "DEAD!";
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}
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
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if(tile == "#") {
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canvas_.DrawText(x*2, y*4, tile);
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} else if(show_paths_) {
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//int pnum = paths[y][x];
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canvas_.DrawText(x*2, y*4, tile);
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} else {
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canvas_.DrawText(x*2, y*4, ".");
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}
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}
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}
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canvas_.DrawText(enemy_.location.x*2, enemy_.location.y*4, "!");
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canvas_.DrawText(player_.location.x*2, player_.location.y*4, "@");
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canvas_.DrawText(goal_.x*2, goal_.y*4, "$");
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return canvas(canvas_);
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});
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document_ = Renderer([&]{
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return hbox({
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hflow(
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vbox(
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text(format("HP: {}", player_.hp)) | border,
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text(status_text_) | border
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) | xflex_grow
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),
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separator(),
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hbox(map_view_->Render()),
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});
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});
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}
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void GUI::handle_events() {
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sf::Event event;
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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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size_t x = player_.location.x;
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size_t y = player_.location.y;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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x -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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x += 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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y -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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y += 1;
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}
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if(game_map_.inmap(x,y) && !game_map_.iswall(x,y)) {
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game_map_.clear_target(player_.location);
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player_.move({x, y});
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} else {
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hit_sound_.play();
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}
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// move enemy_ here
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bool found = game_map_.neighbors(enemy_.location, true);
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if(!found) {
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status_text_ = "ENEMY STUCK!";
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}
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if(enemy_.location.x == player_.location.x && enemy_.location.y == player_.location.y) {
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player_.event(EntityEvent::HIT);
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} else if(goal_.x == player_.location.x && goal_.y == player_.location.y) {
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status_text_ = "YOU WIN!";
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}
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}
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}
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}
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void GUI::render_scene() {
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Render(screen_, document_->Render());
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std::string screen_out = screen_.ToString();
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std::wstring utf8 = converter_.from_bytes(screen_out);
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text_.setString(utf8);
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text_.setPosition({0,0});
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window_.clear();
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window_.draw(text_);
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window_.display();
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}
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int GUI::main() {
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create_renderer();
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while(window_.isOpen()) {
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render_scene();
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handle_events();
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}
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return 0;
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}
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