Nuke taught me the other way to make class enums not suck so I guess no FU?
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3 changed files with 26 additions and 49 deletions
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@ -1,35 +1,14 @@
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#include "combat_ui.hpp"
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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 <ftxui/dom/table.hpp>
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#include "constants.hpp"
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#include "color.hpp"
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namespace gui {
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using namespace ftxui;
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CombatUI::CombatUI(GameLevel level) :
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Panel(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT, false),
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$level(level)
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{
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default_bg = {0,0,0};
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}
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void CombatUI::create_render() {
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$attack1_button = Button("ATTACK1", []{ fmt::println("ATTACK1 clicked"); });
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$attack2_button = Button("ATTACK2", []{ fmt::println("ATTACK2 clicked"); });
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auto combat_rend = Renderer([&]{
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return hbox({
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$attack1_button->Render(),
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$attack2_button->Render()
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});
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});
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set_renderer(combat_rend);
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add($attack1_button);
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add($attack2_button);
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void CombatUI::draw(sf::RenderWindow& window) {
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(void)window;
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}
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}
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@ -1,18 +1,15 @@
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#pragma once
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#include "panel.hpp"
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#include "levelmanager.hpp"
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#include <ftxui/component/component.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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namespace gui {
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class CombatUI : public Panel {
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class CombatUI {
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public:
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GameLevel $level;
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Component $attack1_button;
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Component $attack2_button;
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CombatUI(GameLevel level);
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void create_render();
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void draw(sf::RenderWindow& window);
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void update_level(GameLevel &level) { $level = level; }
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};
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}
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41
gui.cpp
41
gui.cpp
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@ -50,7 +50,6 @@ namespace gui {
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$status_view.create_render();
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$combat_view.create_render();
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$renderer.init_terminal();
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$map_view.create_render();
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@ -62,15 +61,16 @@ namespace gui {
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}
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void FSM::MAPPING(Event ev) {
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using enum Event;
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// BUG: can't close window when in mapping
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switch(ev) {
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case Event::MAP_OPEN:
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case MAP_OPEN:
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state(State::IDLE);
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break;
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case Event::CLOSE:
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case CLOSE:
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state(State::IDLE);
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break;
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case Event::TICK:
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case TICK:
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break;
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default:
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dbc::log("invalid event sent to MAPPING");
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@ -86,8 +86,9 @@ namespace gui {
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}
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void FSM::ATTACKING(Event ev) {
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using enum Event;
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switch(ev) {
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case Event::TICK:
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case TICK:
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$rotation_count++;
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// just do 10 ticks
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@ -109,43 +110,43 @@ namespace gui {
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}
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void FSM::IDLE(Event ev) {
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using FU = Event;
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using enum Event;
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switch(ev) {
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case FU::QUIT:
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case QUIT:
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$window.close();
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state(State::END);
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return; // done
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case FU::MOVE_FORWARD:
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case MOVE_FORWARD:
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try_move(1, false);
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break;
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case FU::MOVE_BACK:
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case MOVE_BACK:
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try_move(-1, false);
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break;
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case FU::MOVE_LEFT:
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case MOVE_LEFT:
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try_move(1, true);
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break;
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case FU::MOVE_RIGHT:
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case MOVE_RIGHT:
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try_move(-1, true);
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break;
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case FU::ROTATE_LEFT:
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case ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(State::ROTATING);
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break;
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case FU::ROTATE_RIGHT:
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case ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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break;
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case FU::MAP_OPEN:
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case MAP_OPEN:
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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$map_view.resize_canvas();
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state(State::MAPPING);
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break;
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case FU::ATTACK:
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case ATTACK:
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$rotation = -30.0f;
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state(State::ATTACKING);
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break;
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case FU::CLOSE:
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case CLOSE:
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dbc::log("Nothing to close.");
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break;
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default:
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@ -154,13 +155,14 @@ namespace gui {
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}
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void FSM::try_move(int dir, bool strafe) {
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using enum State;
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// prevent moving into occupied space
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Point move_to = $camera.plan_move($rayview, dir, strafe);
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if($level.map->can_move(move_to) && !$level.collision->occupied(move_to)) {
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state(State::MOVING);
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state(MOVING);
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} else {
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state(State::IDLE);
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state(IDLE);
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$camera.abort_plan($rayview);
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}
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}
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@ -269,8 +271,7 @@ namespace gui {
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$status_view.render();
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$renderer.draw($status_view);
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$combat_view.render();
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$renderer.draw($combat_view);
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$combat_view.draw($window);
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auto debug = $level.world->get_the<Debug>();
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if(debug.FPS) draw_stats();
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