Sort of working scrolling window thing.

master
Zed A. Shaw 4 months ago
parent 4227ee1cdc
commit 9cc6724df8
  1. 56
      ftxtest.cpp
  2. 47
      game_engine.cpp
  3. 1
      game_engine.hpp
  4. 6
      tests/game_engine.cpp

@ -1,4 +1,3 @@
// 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.
@ -15,8 +14,10 @@
#include "ftxui/component/component.hpp" // for CatchEvent, Renderer, operator|=
#include "ftxui/component/loop.hpp" // for Loop
#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
#include <vector>
using namespace ftxui;
using namespace std;
ButtonOption Style() {
auto option = ButtonOption::Animated();
@ -32,26 +33,35 @@ ButtonOption Style() {
int main() {
auto screen = ScreenInteractive::Fullscreen();
screen.TrackMouse(true);
vector<string> lines;
// Create a component counting the number of frames drawn and event handled.
int custom_loop_count = 0;
int frame_count = 0;
int event_count = 0;
float scroll_x = 0.1;
float scroll_y = 1.0;
int hp = 100;
int row = 0;
auto hit_button = Button("Hit", [&] { hp -= 1; }, Style());
auto hard_button = Button("Hard", [&] { hp -= 10; }, Style());
auto heal_button = Button("Heal", [&] { hp += 10; }, Style());
auto hit_button = Button("Hit", [&] {
hp -= 1;
lines.push_back(fmt::format("You were hit! HP now {}", hp));
}, Style());
auto hard_button = Button("Hard", [&] {
hp -= 10;
lines.push_back(fmt::format("You were hit HARD! HP now {}", hp));
}, Style());
auto heal_button = Button("Heal", [&] {
hp += 10;
lines.push_back(fmt::format("You healed! HP now {}", hp));
}, Style());
auto buttons = Container::Horizontal({
hit_button, hard_button, heal_button}, &row);
auto component = Renderer(buttons, [&] {
frame_count++;
return vbox({
paragraph("I'm baby mustache hammock squid, stumptown echo park lumbersexual PBR&B glossier iceland pabst irony mlkshk skateboard migas kombucha. Lyft meggings organic tacos. IPhone microdosing bodega boys, fit locavore jawn cloud bread neutral milk hotel trust fund live-edge selfies portland lyft vice. Pug swag af slow-carb."),
separator(),
auto status = Renderer([&] {
return vbox({
paragraph(fmt::format("HP {} frames {} events {} custom {}",
hp, frame_count, event_count, custom_loop_count)),
separator(),
@ -59,8 +69,34 @@ int main() {
text("HP"),
gauge(hp / 100.0f),
}),
});
});
auto content = Renderer([&] {
vector<Element> output;
for(const auto line : lines) {
output.push_back(text(line));
}
return vbox(output);
});
auto scrollable_content = Renderer(content,
[&, content] {
return content->Render()
| focusPositionRelative(scroll_x, scroll_y)
| frame | flex;
});
auto component = Renderer(buttons, [&] {
frame_count++;
return vbox({
status->Render(),
separator(),
buttons->Render(),
scrollable_content->Render() | vscroll_indicator | yframe | size(HEIGHT, LESS_THAN, 20),
}) |
border;
});

@ -10,46 +10,7 @@ const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red);
using namespace fmt;
using namespace std;
/* Idea, the game's combat is based on brainfuck.
BF operations:
> move data pointer +1
< move data pointer -1
+ inc data pointer cell
- dec data pointer cell
. output byte
, input byte
[ - if 0 jump to after ]
] if not 0 jump to after [
Ideas:
Your hitpoints vs. the boss's hitpoints could be
the data. The data could be bits instead of bytes
that you turn off/on during combat.
You then receive items you use to build your code
and the boss also receives items each round. Your
code runs at the end of the round, and the results
calculated.
I can then come up with old school tech for the
different operations so like an old transistor
could be the output (.) operation.
Alright so let's say there's two grids:
(HP: 100 1's)
(CODE: Nothing.)
At the start of each round you receive maybe 4 items
you can place on the code bar. So you could do this:
(CODE: [+>+>+>.])
*/
Brainfucker::Brainfucker() {
}
/*
@ -144,11 +105,9 @@ void Brainfucker::run(int ticks) {
print(ERROR, "Unknown operation {}\n", op);
}
++ticks;
--ticks;
++ip; // not really used but do it anyway
}
println("\nEXIT: dp={}, ip={}", dp, ip);
}
void Brainfucker::set_code(string &new_code) {
@ -162,6 +121,10 @@ void Brainfucker::reset() {
data.fill(0);
}
string Brainfucker::to_string() {
return out.str();
}
GameEngine::GameEngine(int hp) : hit_points(hp) {};
int GameEngine::determine_damage(string &type) {

@ -22,6 +22,7 @@ class Brainfucker {
void reset();
void jump_backward();
void jump_forward();
string to_string();
};
class GameEngine {

@ -10,7 +10,6 @@ TEST_CASE("basic brainfuck test", "[brainfuck]") {
bf.set_code(code);
// this is actually ticks, not code length
bf.run(code.size());
REQUIRE(bf.data[0] == 1);
@ -35,9 +34,10 @@ TEST_CASE("brainfuck loop test", "[brainfuck]") {
string code{"++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++."};
bf.set_code(code);
bf.run(code.size());
// have it run a bunch of times
bf.run(10000);
string output = bf.out.str();
string output = bf.to_string();
REQUIRE(output == expected);
}

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