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
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@ -4,7 +4,7 @@
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struct CameraLOL {
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struct CameraLOL {
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double t = 0.0;
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double t = 0.0;
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double moveSpeed = 0.1;
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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double rotSpeed = 0.06;
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double targetX = 0.0;
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double targetX = 0.0;
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double targetY = 0.0;
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double targetY = 0.0;
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double targetDirX = 0.0;
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double targetDirX = 0.0;
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@ -1,5 +1,7 @@
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#pragma once
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#pragma once
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#include <string>
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constexpr const int TEXTURE_WIDTH=256;
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constexpr const int TEXTURE_WIDTH=256;
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constexpr const int TEXTURE_HEIGHT=256;
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constexpr const int TEXTURE_HEIGHT=256;
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constexpr const int RAY_VIEW_WIDTH=960;
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constexpr const int RAY_VIEW_WIDTH=960;
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@ -21,7 +23,6 @@ constexpr const bool DEBUG_BUILD=true;
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////////// copied from roguish
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////////// copied from roguish
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constexpr int INV_WALL = 0;
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constexpr int INV_WALL = 0;
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constexpr int INV_SPACE = 1;
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constexpr int INV_SPACE = 1;
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constexpr int WALL_VALUE = 1;
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constexpr int WALL_VALUE = 1;
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216
gui.cpp
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216
gui.cpp
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@ -0,0 +1,216 @@
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#include "gui.hpp"
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#include "raycaster.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "constants.hpp"
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "components.hpp"
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#include "camera.hpp"
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#include <numbers>
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#include "fsm.hpp"
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using namespace components;
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namespace gui {
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$font{"./assets/text.otf"},
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$text{$font},
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$rayview($window, $textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$text.setFillColor({255,255,255});
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$text.setPosition({10,10});
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$textures.load_tiles();
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$textures.load_sprites();
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$rayview.init_shaders();
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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// ZED: this must die
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$rayview.$map = generate_map();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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state(State::IDLE);
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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state(State::IDLE);
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}
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}
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void FSM::ROTATING(Event ) {
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if($camera.play_rotate($rayview)) {
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state(State::IDLE);
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}
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}
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void FSM::IDLE(Event ev) {
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using FU = Event;
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switch(ev) {
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case FU::QUIT:
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$window.close();
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state(State::END);
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break;
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case FU::MOVE_FORWARD:
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$camera.plan_run($rayview, 1);
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state(State::MOVING);
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break;
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case FU::MOVE_BACK:
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$camera.plan_run($rayview, -1);
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state(State::MOVING);
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break;
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case FU::MOVE_LEFT:
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$camera.plan_strafe($rayview, 1);
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state(State::MOVING);
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break;
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case FU::MOVE_RIGHT:
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$camera.plan_strafe($rayview, -1);
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state(State::MOVING);
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break;
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case FU::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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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::END(Event ev) {
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fmt::println("END: received event after done: {}", int(ev));
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}
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void FSM::keyboard() {
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while(const auto keyev = $window.pollEvent()) {
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if(keyev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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break;
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case KEY::S:
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event(Event::MOVE_BACK);
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break;
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case KEY::Q:
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event(Event::ROTATE_LEFT);
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break;
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case KEY::E:
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event(Event::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(Event::MOVE_RIGHT);
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break;
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case KEY::A:
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event(Event::MOVE_LEFT);
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break;
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case KEY::R:
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$stats.reset();
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break;
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case KEY::P:
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if($rayview.$active_shader == nullptr) {
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$rayview.$active_shader = &$rayview.$paused;
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} else {
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$rayview.$active_shader = nullptr;
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}
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break;
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::draw_weapon() {
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auto weapon = $rayview.$textures.sword.sprite;
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weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2});
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weapon->setRotation(sf::degrees($rotation));
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$window.draw(*weapon);
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}
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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$window.draw(rect);
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$text.setString(
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fmt::format("FPS\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n"
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"Hit R to reset.\n\n"
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"dir: {:>2.02},{:>2.02}\n"
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"pos: {:>2.02},{:>2.02}",
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$stats.mean(), $stats.stddev(), $stats.min,
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$stats.max, $stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD, $rayview.$dirX,
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$rayview.$dirY, $rayview.$posX, $rayview.$posY));
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$window.draw($text);
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}
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void FSM::render() {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.render();
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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draw_gui();
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draw_weapon();
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$window.display();
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}
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void FSM::mouse() {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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$rayview.$anim.play(false);
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$rotation = -30.0f;
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} else {
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$rotation = -10.0f;
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}
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}
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Matrix FSM::generate_map() {
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auto& level = $levels.current();
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auto& tiles = level.map->tiles();
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auto& player = level.world->get_the<Player>();
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auto& player_position = level.world->get<Position>(player.entity);
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$player = player_position.location;
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return $textures.convert_char_to_texture(tiles.$tile_ids);
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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}
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67
gui.hpp
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67
gui.hpp
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@ -0,0 +1,67 @@
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#pragma once
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#include "raycaster.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "constants.hpp"
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "components.hpp"
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#include "camera.hpp"
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#include <numbers>
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#include "fsm.hpp"
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namespace gui {
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enum class State {
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START,
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MOVING,
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ROTATING,
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IDLE,
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END
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};
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enum class Event {
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STARTED,
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TICK,
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MOVE_FORWARD,
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MOVE_BACK,
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MOVE_LEFT,
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MOVE_RIGHT,
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ROTATE_LEFT,
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ROTATE_RIGHT,
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QUIT
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};
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class FSM : public DeadSimpleFSM<State, Event> {
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public:
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float $rotation = -30.0f;
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Point $player{0,0};
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LevelManager $levels;
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sf::RenderWindow $window;
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CameraLOL $camera;
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sf::Font $font;
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sf::Text $text;
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Stats $stats;
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TexturePack $textures;
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Raycaster $rayview;
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FSM();
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void event(Event ev);
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void START(Event );
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void MOVING(Event );
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void ROTATING(Event );
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void IDLE(Event ev);
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void END(Event ev);
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void keyboard();
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void draw_weapon();
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void draw_gui();
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void render();
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void mouse();
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Matrix generate_map();
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bool active();
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};
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}
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264
main.cpp
264
main.cpp
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@ -1,264 +1,20 @@
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#include "raycaster.hpp"
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#include "gui.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "constants.hpp"
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "components.hpp"
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#include "camera.hpp"
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#include <numbers>
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#define FSM_DEBUG 1
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#include "fsm.hpp"
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using namespace components;
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void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stats &stats) {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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window.draw(rect);
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text.setString(
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fmt::format("FPS\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n"
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"Hit R to reset.\n\n"
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"dir: {:>2.02},{:>2.02}\n"
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"pos: {:>2.02},{:>2.02}",
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stats.mean(), stats.stddev(), stats.min,
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stats.max, stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD, rayview.$dirX,
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rayview.$dirY, rayview.$posX, rayview.$posY));
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window.draw(text);
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}
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Matrix generate_map(TexturePack &textures, GameLevel &level, Point &player_out) {
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auto &tiles = level.map->tiles();
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auto &player = level.world->get_the<Player>();
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auto &player_position = level.world->get<Position>(player.entity);
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player_out = player_position.location;
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return textures.convert_char_to_texture(tiles.$tile_ids);
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}
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void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
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weapon.setPosition({SCREEN_WIDTH/2,SCREEN_HEIGHT/2});
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weapon.setRotation(sf::degrees(rotation));
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window.draw(weapon);
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}
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enum class MainState {
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START,
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MOVING,
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ROTATING,
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IDLE
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};
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enum class MainEvent {
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STARTED,
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TICK,
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MOVE_FORWARD,
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MOVE_BACK,
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MOVE_LEFT,
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MOVE_RIGHT,
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ROTATE_LEFT,
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ROTATE_RIGHT,
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QUIT
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};
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class MainFSM : public DeadSimpleFSM<MainState, MainEvent> {
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public:
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sf::RenderWindow& $window;
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Raycaster& $rayview;
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CameraLOL $camera;
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MainFSM(sf::RenderWindow &window, Raycaster &rayview) :
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$window(window),
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$rayview(rayview) { }
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void event(MainEvent ev) {
|
|
||||||
switch($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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
int main() {
|
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"};
|
while(main.active()) {
|
||||||
sf::Text text{font};
|
main.render();
|
||||||
text.setFillColor({255,255,255});
|
|
||||||
text.setPosition({10,10});
|
|
||||||
|
|
||||||
Point player{0, 0};
|
// ZED: need to sort out how to deal with this in the FSM
|
||||||
LevelManager levels;
|
if(main.in_state(gui::State::IDLE)) {
|
||||||
GameLevel &cur_level = levels.current();
|
main.keyboard();
|
||||||
|
|
||||||
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();
|
|
||||||
} else{
|
} else{
|
||||||
fsm.event(MainEvent::TICK);
|
main.event(gui::Event::TICK);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
|
main.mouse();
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|
|
@ -47,6 +47,7 @@ sources = [
|
||||||
'config.cpp',
|
'config.cpp',
|
||||||
'dbc.cpp',
|
'dbc.cpp',
|
||||||
'devices.cpp',
|
'devices.cpp',
|
||||||
|
'gui.cpp',
|
||||||
'inventory.cpp',
|
'inventory.cpp',
|
||||||
'levelmanager.cpp',
|
'levelmanager.cpp',
|
||||||
'lights.cpp',
|
'lights.cpp',
|
||||||
|
|
|
@ -27,13 +27,12 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) {
|
||||||
return conv.as_int;
|
return conv.as_int;
|
||||||
}
|
}
|
||||||
|
|
||||||
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, Matrix &map, int width, int height) :
|
Raycaster::Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height) :
|
||||||
$textures(textures),
|
$textures(textures),
|
||||||
$view_texture({(unsigned int)width, (unsigned int)height}),
|
$view_texture({(unsigned int)width, (unsigned int)height}),
|
||||||
$view_sprite($view_texture),
|
$view_sprite($view_texture),
|
||||||
$width(width), $height(height),
|
$width(width), $height(height),
|
||||||
$window(window),
|
$window(window),
|
||||||
$map(map),
|
|
||||||
ZBuffer(width),
|
ZBuffer(width),
|
||||||
$anim(256, 256, 10, "assets/monster-1.ogg")
|
$anim(256, 256, 10, "assets/monster-1.ogg")
|
||||||
{
|
{
|
||||||
|
|
|
@ -41,7 +41,7 @@ struct Raycaster {
|
||||||
int $width;
|
int $width;
|
||||||
int $height;
|
int $height;
|
||||||
sf::RenderWindow& $window;
|
sf::RenderWindow& $window;
|
||||||
Matrix& $map;
|
Matrix $map;
|
||||||
SpatialMap $collision;
|
SpatialMap $collision;
|
||||||
std::vector<Sprite> $sprites;
|
std::vector<Sprite> $sprites;
|
||||||
std::vector<double> ZBuffer; // width
|
std::vector<double> ZBuffer; // width
|
||||||
|
@ -49,7 +49,7 @@ struct Raycaster {
|
||||||
sf::Shader $paused;
|
sf::Shader $paused;
|
||||||
sf::Shader* $active_shader = nullptr;
|
sf::Shader* $active_shader = nullptr;
|
||||||
|
|
||||||
Raycaster(sf::RenderWindow& window, TexturePack &textures, Matrix &map, int width, int height);
|
Raycaster(sf::RenderWindow& window, TexturePack &textures, int width, int height);
|
||||||
|
|
||||||
void draw_pixel_buffer();
|
void draw_pixel_buffer();
|
||||||
void clear();
|
void clear();
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue