New debug_ui that shows perf data, other debug info, and allows spawning enemies.

This commit is contained in:
Zed A. Shaw 2025-04-05 12:09:19 -04:00
parent 4f090159ab
commit 07ce8a4148
12 changed files with 50 additions and 87 deletions

View file

@ -18,58 +18,6 @@ namespace gui {
$needs_render = true;
}
void MainUI::debug() {
auto& dbg = $level.world->get_the<Debug>();
dbg.FPS = !dbg.FPS;
dbg.PATHS = !dbg.PATHS;
if(dbg.FPS) {
// it's on now, enable things
auto player = $level.world->get_the<Player>();
auto& player_combat = $level.world->get<Combat>(player.entity);
player_combat.hp = player_combat.max_hp;
$overlay_ui.show_text("top_left", L"STATS");
} else {
// it's off now, close it
$overlay_ui.close_text("top_left");
}
}
void MainUI::draw_stats() {
auto player = $level.world->get_the<Player>();
auto player_combat = $level.world->get<Combat>(player.entity);
auto map = $level.map;
std::wstring stats = fmt::format(L"STATS\n"
L"HP: {}\n"
L"mean:{:>8.5}\n"
L"sdev: {:>8.5}\n"
L"min: {:>8.5}\n"
L"max: {:>8.5}\n"
L"count:{:<10}\n"
L"level: {} size: {}x{}\n\n"
L"dir: {:0.2},{:0.2}\n\n"
L"VSync? {}\n"
L"FR Limit: {}\n"
L"Debug? {}\n\n",
player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
$stats.max, $stats.n, $level.index, map->width(), map->height(),
$rayview.$dir_x, $rayview.$dir_y,
VSYNC, FRAME_LIMIT, DEBUG_BUILD);
$overlay_ui.show_text("top_left", stats);
}
void MainUI::draw_blood() {
auto player = $level.world->get_the<Player>();
auto player_combat = $level.world->get<Combat>(player.entity);
if(float(player_combat.hp) / float(player_combat.max_hp) < 0.5) {
$overlay_ui.show_sprite("middle", "blood_splatter");
} else {
$overlay_ui.close_sprite("middle");
}
}
void MainUI::init() {
auto& player_position = $level.world->get<Position>($level.player);
auto player = player_position.location;
@ -78,7 +26,7 @@ namespace gui {
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
auto st = textures::get("down_the_well");
auto bounds = st.sprite->getLocalBounds();
@ -94,7 +42,6 @@ namespace gui {
}
void MainUI::render() {
auto start = $stats.time_start();
if($show_level) {
auto time = $clock.getElapsedTime();
@ -110,14 +57,7 @@ namespace gui {
$rayview.draw($window);
}
$stats.sample_time(start);
$overlay_ui.render($window);
auto debug = $level.world->get_the<Debug>();
if(debug.FPS) draw_stats();
// draw_blood();
}
bool MainUI::play_rotate() {
@ -144,7 +84,7 @@ namespace gui {
void MainUI::plan_rotate(int dir) {
// -1 is left, 1 is right
$compass_dir = ($compass_dir + dir) % $compass.size();
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
$camera.plan_rotate($rayview, dir);
}
@ -170,7 +110,8 @@ namespace gui {
$rayview.position_camera(player.x + 0.5, player.y + 0.5);
$compass_dir = 0;
$overlay_ui.show_label("top_left", $compass[$compass_dir]);
$overlay_ui.show_text("left", $compass[$compass_dir]);
dirty();
}