Fixed player showing up as an enemy and did better map centering.
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parent
e2bd61a1e4
commit
421cca308b
5 changed files with 13 additions and 19 deletions
20
gui.cpp
20
gui.cpp
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@ -111,10 +111,8 @@ namespace gui {
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$renderer.init_terminal();
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$map_view.create_render();
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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::IDLE);
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}
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@ -150,7 +148,7 @@ namespace gui {
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// just do 10 ticks
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if($rotation_count % 10 == 0) {
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run_systems();
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$rayview.$anim.play(true);
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$rayview.$anim.play(false);
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$rotation = -10.0f;
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state(State::IDLE);
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}
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@ -195,6 +193,8 @@ namespace gui {
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state(State::ROTATING);
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break;
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case FU::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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@ -310,26 +310,26 @@ namespace gui {
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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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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_view.render();
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$renderer.draw($map_view);
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} else {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.draw($window);
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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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$stats.sample(1/elapsed.count());
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draw_weapon();
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}
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$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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// temporarily gutted
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}
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void FSM::generate_map() {
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