Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
This commit is contained in:
parent
7228bdf210
commit
1d3a76e5ee
8 changed files with 300 additions and 260 deletions
264
main.cpp
264
main.cpp
|
@ -1,264 +1,20 @@
|
|||
#include "raycaster.hpp"
|
||||
#include <iostream>
|
||||
#include <chrono>
|
||||
#include <numeric>
|
||||
#include <functional>
|
||||
#include "constants.hpp"
|
||||
#include "stats.hpp"
|
||||
#include "levelmanager.hpp"
|
||||
#include "components.hpp"
|
||||
#include "camera.hpp"
|
||||
#include <numbers>
|
||||
#define FSM_DEBUG 1
|
||||
#include "fsm.hpp"
|
||||
|
||||
using namespace components;
|
||||
|
||||
void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stats &stats) {
|
||||
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
|
||||
|
||||
rect.setPosition({0,0});
|
||||
rect.setFillColor({50, 50, 50});
|
||||
window.draw(rect);
|
||||
|
||||
text.setString(
|
||||
fmt::format("FPS\n"
|
||||
"mean:{:>8.5}\n"
|
||||
"sdev: {:>8.5}\n"
|
||||
"min: {:>8.5}\n"
|
||||
"max: {:>8.5}\n"
|
||||
"count:{:<10}\n\n"
|
||||
"VSync? {}\n"
|
||||
"FR Limit: {}\n"
|
||||
"Debug? {}\n\n"
|
||||
"Hit R to reset.\n\n"
|
||||
"dir: {:>2.02},{:>2.02}\n"
|
||||
"pos: {:>2.02},{:>2.02}",
|
||||
stats.mean(), stats.stddev(), stats.min,
|
||||
stats.max, stats.n, VSYNC,
|
||||
FRAME_LIMIT, DEBUG_BUILD, rayview.$dirX,
|
||||
rayview.$dirY, rayview.$posX, rayview.$posY));
|
||||
window.draw(text);
|
||||
}
|
||||
|
||||
Matrix generate_map(TexturePack &textures, GameLevel &level, Point &player_out) {
|
||||
auto &tiles = level.map->tiles();
|
||||
auto &player = level.world->get_the<Player>();
|
||||
auto &player_position = level.world->get<Position>(player.entity);
|
||||
player_out = player_position.location;
|
||||
|
||||
return textures.convert_char_to_texture(tiles.$tile_ids);
|
||||
}
|
||||
|
||||
void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
|
||||
weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
|
||||
weapon.setRotation(sf::degrees(rotation));
|
||||
window.draw(weapon);
|
||||
}
|
||||
|
||||
enum class MainState {
|
||||
START,
|
||||
MOVING,
|
||||
ROTATING,
|
||||
IDLE
|
||||
};
|
||||
|
||||
enum class MainEvent {
|
||||
STARTED,
|
||||
TICK,
|
||||
MOVE_FORWARD,
|
||||
MOVE_BACK,
|
||||
MOVE_LEFT,
|
||||
MOVE_RIGHT,
|
||||
ROTATE_LEFT,
|
||||
ROTATE_RIGHT,
|
||||
QUIT
|
||||
};
|
||||
|
||||
class MainFSM : public DeadSimpleFSM<MainState, MainEvent> {
|
||||
public:
|
||||
sf::RenderWindow& $window;
|
||||
Raycaster& $rayview;
|
||||
CameraLOL $camera;
|
||||
|
||||
MainFSM(sf::RenderWindow &window, Raycaster &rayview) :
|
||||
$window(window),
|
||||
$rayview(rayview) { }
|
||||
|
||||
void event(MainEvent ev) {
|
||||
switch($state) {
|
||||
FSM_STATE(MainState, START, ev);
|
||||
FSM_STATE(MainState, MOVING, ev);
|
||||
FSM_STATE(MainState, ROTATING, ev);
|
||||
FSM_STATE(MainState, IDLE, ev);
|
||||
}
|
||||
}
|
||||
|
||||
void START(MainEvent ) {
|
||||
state(MainState::IDLE);
|
||||
}
|
||||
|
||||
void MOVING(MainEvent ) {
|
||||
if($camera.play_move($rayview)) {
|
||||
state(MainState::IDLE);
|
||||
}
|
||||
}
|
||||
|
||||
void ROTATING(MainEvent ) {
|
||||
if($camera.play_rotate($rayview)) {
|
||||
state(MainState::IDLE);
|
||||
}
|
||||
}
|
||||
|
||||
void IDLE(MainEvent ev) {
|
||||
using FU = MainEvent;
|
||||
|
||||
switch(ev) {
|
||||
case FU::QUIT:
|
||||
$window.close();
|
||||
break;
|
||||
case FU::MOVE_FORWARD:
|
||||
$camera.plan_run($rayview, 1);
|
||||
state(MainState::MOVING);
|
||||
break;
|
||||
case FU::MOVE_BACK:
|
||||
$camera.plan_run($rayview, -1);
|
||||
state(MainState::MOVING);
|
||||
break;
|
||||
case FU::MOVE_LEFT:
|
||||
$camera.plan_strafe($rayview, 1);
|
||||
state(MainState::MOVING);
|
||||
break;
|
||||
case FU::MOVE_RIGHT:
|
||||
$camera.plan_strafe($rayview, -1);
|
||||
state(MainState::MOVING);
|
||||
break;
|
||||
case FU::ROTATE_LEFT:
|
||||
$camera.plan_rotate($rayview, 1);
|
||||
state(MainState::ROTATING);
|
||||
break;
|
||||
case FU::ROTATE_RIGHT:
|
||||
$camera.plan_rotate($rayview, -1);
|
||||
state(MainState::ROTATING);
|
||||
break;
|
||||
default:
|
||||
dbc::sentinel("unhandled event in IDLE");
|
||||
}
|
||||
}
|
||||
|
||||
void keyboard() {
|
||||
while(const auto keyev = $window.pollEvent()) {
|
||||
if(keyev->is<sf::Event::Closed>()) {
|
||||
event(MainEvent::QUIT);
|
||||
}
|
||||
|
||||
if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
|
||||
using KEY = sf::Keyboard::Scan;
|
||||
switch(key->scancode) {
|
||||
case KEY::W:
|
||||
event(MainEvent::MOVE_FORWARD);
|
||||
break;
|
||||
case KEY::S:
|
||||
event(MainEvent::MOVE_BACK);
|
||||
break;
|
||||
case KEY::Q:
|
||||
event(MainEvent::ROTATE_LEFT);
|
||||
break;
|
||||
case KEY::E:
|
||||
event(MainEvent::ROTATE_RIGHT);
|
||||
break;
|
||||
case KEY::D:
|
||||
event(MainEvent::MOVE_RIGHT);
|
||||
break;
|
||||
case KEY::A:
|
||||
event(MainEvent::MOVE_LEFT);
|
||||
break;
|
||||
default:
|
||||
break; // ignored
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#include "gui.hpp"
|
||||
|
||||
int main() {
|
||||
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
|
||||
gui::FSM main;
|
||||
main.event(gui::Event::STARTED);
|
||||
|
||||
sf::Font font{"./assets/text.otf"};
|
||||
sf::Text text{font};
|
||||
text.setFillColor({255,255,255});
|
||||
text.setPosition({10,10});
|
||||
while(main.active()) {
|
||||
main.render();
|
||||
|
||||
Point player{0, 0};
|
||||
LevelManager levels;
|
||||
GameLevel &cur_level = levels.current();
|
||||
|
||||
TexturePack textures;
|
||||
textures.load_tiles();
|
||||
textures.load_sprites();
|
||||
|
||||
auto map = generate_map(textures, cur_level, player);
|
||||
|
||||
Point evil_eye_1, evil_eye_2;
|
||||
dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1");
|
||||
dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2");
|
||||
|
||||
Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
|
||||
rayview.init_shaders();
|
||||
|
||||
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
|
||||
rayview.position_camera(player.x + 0.5, player.y + 0.5);
|
||||
|
||||
rayview.position_sprite(evil_eye_1, "evil_eye");
|
||||
rayview.position_sprite(evil_eye_2, "evil_eye");
|
||||
|
||||
float rotation = -30.0f;
|
||||
Stats stats;
|
||||
|
||||
window.setVerticalSyncEnabled(VSYNC);
|
||||
window.setFramerateLimit(FRAME_LIMIT);
|
||||
|
||||
MainFSM fsm(window, rayview);
|
||||
fsm.event(MainEvent::STARTED);
|
||||
|
||||
while(window.isOpen()) {
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
rayview.render();
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
auto elapsed = std::chrono::duration<double>(end - start);
|
||||
stats.sample(1/elapsed.count());
|
||||
|
||||
auto weapon_sprite_ptr = rayview.$textures.sword.sprite;
|
||||
draw_gui(window, rayview, text, stats);
|
||||
draw_weapon(window, *weapon_sprite_ptr, rotation);
|
||||
window.display();
|
||||
|
||||
if(fsm.in_state(MainState::IDLE)) {
|
||||
fsm.keyboard();
|
||||
// ZED: need to sort out how to deal with this in the FSM
|
||||
if(main.in_state(gui::State::IDLE)) {
|
||||
main.keyboard();
|
||||
} else{
|
||||
fsm.event(MainEvent::TICK);
|
||||
main.event(gui::Event::TICK);
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
|
||||
if(rayview.$active_shader == nullptr) {
|
||||
rayview.$active_shader = &rayview.$paused;
|
||||
} else {
|
||||
rayview.$active_shader = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
|
||||
rayview.position_camera(player.x + 0.5, player.y + 0.5);
|
||||
stats.reset();
|
||||
}
|
||||
|
||||
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
|
||||
rayview.$anim.play(false);
|
||||
rotation = -30.0f;
|
||||
} else {
|
||||
rotation = -10.0f;
|
||||
}
|
||||
main.mouse();
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue