The next little game in the series where I make a fancy rogue game.
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roguish/main.cpp

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6.5 KiB

// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.
#include <chrono> // for operator""s, chrono_literals
#include <iostream> // for cout, ostream
#include <locale>
#include <codecvt>
#include <fstream>
#include <memory> // for allocator, shared_ptr
#include <string> // for string, operator<<
#include <thread> // for sleep_for
#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
#include <ftxui/dom/node.hpp> // for Render
#include <ftxui/screen/box.hpp> // for ftxui
#include <ftxui/component/component.hpp>
#include <ftxui/component/loop.hpp>
#include <ftxui/screen/color.hpp>
#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
#include <SFML/Window.hpp>
#include <SFML/System.hpp>
#include <SFML/Graphics/Text.hpp>
#include <SFML/Graphics/Font.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Audio.hpp>
#include <fmt/core.h>
#include "fsm.hpp"
#include "map.hpp"
#include "dbc.hpp"
using std::string;
using namespace fmt;
using namespace std::chrono_literals;
enum class Value {
BLACK=0, DARK_DARK, DARK_MID,
DARK_LIGHT, MID, LIGHT_DARK, LIGHT_MID,
LIGHT_LIGHT, WHITE, TRANSPARENT
};
std::array<sf::Color, 10> VALUES{
sf::Color{1, 4, 2}, // black
sf::Color{9, 29, 16}, // dark dark
sf::Color{14, 50, 26}, // dark mid
sf::Color{0, 109, 44}, // dark light
sf::Color{63, 171, 92}, // mid
sf::Color{161, 217, 155}, // light dark
sf::Color{199, 233, 192}, // light mid
sf::Color{229, 245, 224}, // light light
sf::Color{255, 255, 255}, // white
sf::Color::Transparent, // white
};
enum class EntityState {
START, HUNTING, DEAD
};
enum class EntityEvent {
GO, HIT
};
class Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
public:
Point location;
int hp = 20;
int damage = 10;
Entity(Point loc) : location(loc) {
};
// disable copy
Entity(Entity &e) = delete;
void move(Point loc) {
location = loc;
}
void event(EntityEvent ev) {
switch(_state) {
FSM_STATE(EntityState, START, ev);
FSM_STATE(EntityState, HUNTING, ev);
FSM_STATE(EntityState, DEAD, ev);
}
}
void START(EntityEvent ev) {
state(EntityState::HUNTING);
}
void HUNTING(EntityEvent ev) {
switch(ev) {
case EntityEvent::HIT:
hp -= damage;
break;
default:
state(EntityState::HUNTING);
}
if(hp <= 0) {
state(EntityState::DEAD);
} else {
state(EntityState::HUNTING);
}
}
void DEAD(EntityEvent ev) {
state(EntityState::DEAD);
}
};
sf::SoundBuffer g_hit_buf;
sf::Sound g_hit_sound;
int main() {
using namespace ftxui;
auto c = Canvas(60 * 2, 20 * 4);
int res = g_hit_buf.loadFromFile("./assets/hit.wav");
dbc::check(res, "faile to load hit.wav");
g_hit_sound.setBuffer(g_hit_buf);
Map game_map(50, 20);
game_map.generate();
Matrix &walls = game_map.walls();
Room &start = game_map.room(0);
Room &bad_room = game_map.room(1);
Room &gold_room = game_map.room(game_map.room_count() - 1);
Entity me({.x=start.x+1, .y=start.y+1});
Entity enemy({.x=bad_room.x+1, .y=bad_room.y+1});
Point goal{.x=gold_room.x+1, .y=gold_room.y+1};
string status_text = "NOT DEAD";
bool show_paths = false;
bool bomb = false;
auto map = Renderer([&] {
game_map.set_target(me.location);
game_map.make_paths();
Matrix &paths = game_map.paths();
if(me.in_state(EntityState::DEAD)) {
status_text = "DEAD!";
}
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 ? "#" : format("{}", paths[y][x]);
if(tile == "#") {
c.DrawText(x*2, y*4, tile);
} else if(show_paths) {
//int pnum = paths[y][x];
c.DrawText(x*2, y*4, tile);
} else {
c.DrawText(x*2, y*4, ".");
}
}
}
if(bomb) {
/// draw
bomb = false;
c.DrawPointCircle(me.location.x*2, me.location.y*4, 4);
}
c.DrawText(enemy.location.x*2, enemy.location.y*4, "!");
c.DrawText(me.location.x*2, me.location.y*4, "@");
c.DrawText(goal.x*2, goal.y*4, "$");
return canvas(c);
});
auto document = Renderer([&]{
return hbox({
hflow(
vbox(
text(format("HP: {}", me.hp)) | border,
text(status_text) | border
) | xflex_grow
),
separator(),
hbox(map->Render()),
});
});
auto screen = Screen::Create(Dimension::Full());
sf::RenderWindow window(sf::VideoMode(1600,900), "Roguish");
sf::Font font;
font.loadFromFile("./assets/text.otf");
sf::Text text;
text.setFont(font);
text.setCharacterSize(30);
text.setFillColor(VALUES[size_t(Value::LIGHT_DARK)]);
while(window.isOpen()) {
Render(screen, document->Render());
std::string screen_out = screen.ToString();
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
std::wstring utf8 = converter.from_bytes(screen_out);
text.setString(utf8);
text.setPosition({0,0});
window.clear();
window.draw(text);
window.display();
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
} else if(event.type == sf::Event::KeyPressed) {
size_t x = me.location.x;
size_t y = me.location.y;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
x -= 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
x += 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
y -= 1;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
y += 1;
}
if(game_map.inmap(x,y) && !game_map.iswall(x,y)) {
game_map.clear_target(me.location);
me.move({x, y});
} else {
g_hit_sound.play();
}
// move enemy here
bool found = game_map.neighbors(enemy.location, true);
if(!found) {
status_text = "ENEMY STUCK!";
}
if(enemy.location.x == me.location.x && enemy.location.y == me.location.y) {
me.event(EntityEvent::HIT);
} else if(goal.x == me.location.x && goal.y == me.location.y) {
status_text = "YOU WIN!";
}
}
}
}
return 0;
}