Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
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a4c13f7fc9
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0cbe20af35
10 changed files with 36 additions and 44 deletions
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@ -7,7 +7,7 @@
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"inventory_count": 0,
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"randomized": false,
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"components": [
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{"_type": "Tile", "chr": "\u2ac5",
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{"_type": "Tile", "display": "\u2ac5",
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"foreground": [24, 205, 189],
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"background": [24, 205, 189]
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},
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@ -23,7 +23,7 @@
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"inventory_count": 0,
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"placement": "fixed",
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"components": [
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{"_type": "Tile", "chr": "\u2259",
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{"_type": "Tile", "display": "\u2259",
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"foreground": [24, 205, 189],
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"background": [24, 205, 189]
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},
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@ -38,7 +38,7 @@
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"description": "Spikes stab you from the floor.",
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"inventory_count": 0,
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"components": [
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{"_type": "Tile", "chr": "\u1ac7",
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{"_type": "Tile", "display": "\u1ac7",
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"foreground": [24, 205, 189],
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"background": [24, 205, 189]
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},
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@ -1,7 +1,7 @@
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{
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"PLAYER_TILE": {
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"components": [
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{"_type": "Tile", "chr": "\ua66b",
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{"_type": "Tile", "display": "\ua66b",
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"foreground": [255, 200, 125],
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"background": [30, 20, 75]
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},
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@ -13,7 +13,7 @@
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},
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"EVIL_EYE": {
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"components": [
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{"_type": "Tile", "chr": "\u08ac",
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{"_type": "Tile", "display": "\u08ac",
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"foreground": [75, 200, 125],
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"background": [30, 20, 75]
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},
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@ -6,7 +6,7 @@
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"inventory_count": 1,
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"components": [
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{"_type": "LightSource", "strength": 70, "radius": 2.0},
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{"_type": "Tile", "chr": "\u0f08",
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{"_type": "Tile", "display": "\u0f08",
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"foreground": [24, 120, 189],
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"background": [230,120, 120]
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}
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@ -19,7 +19,7 @@
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"inventory_count": 1,
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"components": [
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{"_type": "Weapon", "damage": 15},
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{"_type": "Tile", "chr": "\u1e37",
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{"_type": "Tile", "display": "\u1e37",
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"foreground": [24, 120, 189],
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"background": [24, 120, 189]
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}
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@ -32,7 +32,7 @@
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"inventory_count": 1,
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"components": [
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{"_type": "LightSource", "strength": 70, "radius": 1.8},
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{"_type": "Tile", "chr": "\u0236",
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{"_type": "Tile", "display": "\u0236",
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"foreground": [24, 205, 210],
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"background": [24, 205, 210]
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},
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@ -44,7 +44,7 @@
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"name": "Small Chest",
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"description": "A small chest of gold. You wonder who would leave something like this around.",
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"components": [
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{"_type": "Tile", "chr": "\uaaea",
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{"_type": "Tile", "display": "\uaaea",
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"foreground": [150, 100, 189],
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"background": [150, 100, 189]
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},
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@ -58,7 +58,7 @@
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"description": "A torch on a wall you can't pick up.",
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"inventory_count": 0,
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"components": [
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{"_type": "Tile", "chr": "\u077e",
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{"_type": "Tile", "display": "\u077e",
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"foreground": [24, 205, 210],
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"background": [24, 205, 210]
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},
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@ -71,7 +71,7 @@
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"description": "A small healing potion.",
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"inventory_count": 1,
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"components": [
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{"_type": "Tile", "chr": "\u03eb",
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{"_type": "Tile", "display": "\u03eb",
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"foreground": [255, 205, 189],
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"background": [255, 205, 189]
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},
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@ -7,7 +7,6 @@ namespace components {
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ENROLL_COMPONENT(Weapon, damage);
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(EnemyConfig, hearing_distance);
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ENROLL_COMPONENT(Tile, chr, foreground, background);
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, damage, dead);
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ENROLL_COMPONENT(LightSource, strength, radius);
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@ -25,7 +25,7 @@ namespace components {
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};
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struct Tile {
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std::string chr;
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std::string display;
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std::array<uint8_t, 3> foreground;
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std::array<uint8_t, 3> background;
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};
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@ -78,4 +78,7 @@ namespace components {
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};
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void configure(ComponentMap& component_map);
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// these need to be here if you're using components::convert outside of components.cpp
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ENROLL_COMPONENT(Tile, display, foreground, background);
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}
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@ -19,6 +19,12 @@ namespace components {
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using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
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COMPONENT result;
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from_json(data, result);
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return result;
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}
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template <typename COMPONENT> void enroll(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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8
gui.cpp
8
gui.cpp
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@ -37,7 +37,7 @@ namespace gui {
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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{
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const TileCell& tile = tiles.at(start.x+x, start.y+y);
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const Tile& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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@ -47,12 +47,12 @@ namespace gui {
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
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pixel.background_color = Color::HSV(30, 20, tile.foreground[2] * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(tile.background[0], tile.background[1], tile.background[2] * light_value);
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});
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}
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}
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@ -238,12 +238,12 @@ void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &light
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Point loc = map.map_to_camera(pos.location, cam_orig);
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float light_value = lights[pos.location.y][pos.location.x] * PERCENT;
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const TileCell& cell = tiles.at(pos.location.x, pos.location.y);
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const Tile& cell = tiles.at(pos.location.x, pos.location.y);
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// the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing
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canvas.DrawText(loc.x*2, loc.y*4, tile.chr, [tile, light_value, cell](auto &pixel) {
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canvas.DrawText(loc.x*2, loc.y*4, tile.display, [tile, light_value, cell](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(cell.bg_h, cell.bg_s, cell.bg_v * light_value);
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pixel.background_color = Color::HSV(cell.background[0], cell.background[1], cell.background[2] * light_value);
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});
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}
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});
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17
tilemap.cpp
17
tilemap.cpp
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@ -3,19 +3,20 @@
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#include "constants.hpp"
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using nlohmann::json;
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using components::Tile;
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TileMap::TileMap(size_t width, size_t height) :
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$config("./assets/tiles.json"),
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$width(width),
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$height(height),
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$tile_ids(height, matrix::Row(width, SPACE_VALUE)),
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$display(height, TileRow(width, {""}))
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$display(height, TileRow(width, {"", {0,0,0}, {0,0,0}}))
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{
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}
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void TileMap::dump(int show_x, int show_y) {
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for(matrix::each_row it{$tile_ids}; it.next();) {
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const TileCell &cell = $display[it.y][it.x];
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const Tile &cell = $display[it.y][it.x];
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if(int(it.x) == show_x && int(it.y) == show_y) {
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fmt::print("{}<", cell.display);
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void TileMap::set_tile(size_t x, size_t y, string tile_name) {
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std::wstring tile_id = $config.wstring(tile_name, "display");
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json tile_conf = $config[tile_name];
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TileCell tile{
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tile_conf["display"],
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tile_conf["foreground"][0],
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tile_conf["foreground"][1],
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tile_conf["foreground"][2],
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tile_conf["background"][0],
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tile_conf["background"][1],
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tile_conf["background"][2]};
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auto tile = components::convert<Tile>(tile_conf);
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$tile_ids[y][x] = tile_id[0];
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$display[y][x] = tile;
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}
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@ -50,7 +43,7 @@ void TileMap::load(matrix::Matrix &walls) {
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}
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}
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const TileCell &TileMap::at(size_t x, size_t y) {
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const Tile &TileMap::at(size_t x, size_t y) {
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return $display[y][x];
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}
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15
tilemap.hpp
15
tilemap.hpp
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@ -7,18 +7,9 @@
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#include "point.hpp"
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#include "matrix.hpp"
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#include "config.hpp"
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#include "components.hpp"
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struct TileCell {
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std::string display;
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uint8_t fg_h = 0;
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uint8_t fg_s = 0;
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uint8_t fg_v = 0;
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uint8_t bg_h = 0;
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uint8_t bg_s = 0;
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uint8_t bg_v = 0;
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};
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typedef std::vector<TileCell> TileRow;
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typedef std::vector<components::Tile> TileRow;
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typedef std::vector<TileRow> TileGrid;
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class TileMap {
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size_t width() { return $width; }
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size_t height() { return $height; }
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void load(matrix::Matrix &walls);
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const TileCell &at(size_t x, size_t y);
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const components::Tile &at(size_t x, size_t y);
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void set_tile(size_t x, size_t y, std::string tile_name);
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std::vector<std::string> tile_names(bool collision);
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