After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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21 changed files with 1184 additions and 92 deletions
67
map_view.cpp
67
map_view.cpp
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@ -6,64 +6,63 @@
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#include "rand.hpp"
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#include "animation.hpp"
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#include "rand.hpp"
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#include <codecvt>
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#include <iostream>
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namespace gui {
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using namespace components;
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MapViewUI::MapViewUI(GameLevel &level) :
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$level(level)
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$level(level), $tiles(level.map->width(), level.map->height())
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{
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout(
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"[*%(100,900)left|*%(200,900)map_grid| _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[_ | _ | _]"
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"[bottom_status_left | bottom_status_right ]");
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auto cell = $gui.cell_for($gui.entity("map_grid"));
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$grid.position(cell.x, cell.y, cell.w, cell.h);
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$grid.layout(
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"[cell_11|cell_12|cell_13|cell_14|cell_15|cell_16|cell_17]"
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"[cell_21|cell_22|cell_23|cell_24|cell_25|cell_26|cell_27]"
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"[cell_31|cell_32|cell_33|cell_34|cell_35|cell_36|cell_37]"
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"[cell_41|cell_42|cell_43|cell_44|cell_45|cell_46|cell_47]"
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"[cell_51|cell_52|cell_53|cell_54|cell_55|cell_56|cell_57]");
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}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::init() {
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$gui.world().set_the<guecs::Background>({$gui.$parser});
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void MapViewUI::init(int x, int y, int w, int h) {
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$gui.position(x, y, w, h);
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$gui.layout(
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"[*%(100,900)map_grid]"
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"[_ ]"
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"[_ ]"
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"[_ ]"
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"[_ ]"
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"[_ ]"
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"[_ ]"
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"[_ ]"
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"[_ ]");
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for(auto& [name, cell] : $gui.cells()) {
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auto box = $gui.entity(name);
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if(name != "map_grid") {
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if(name == "status") {
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$gui.set<guecs::Sprite>(box, {"paper_ui_background"});
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} else if(name != "map_grid") {
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$gui.set<guecs::Rectangle>(box, {});
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$gui.set<guecs::Label>(box, {name});
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}
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}
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auto grid = $gui.entity("map_grid");
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$gui.set<guecs::WideText>(grid, {L"Loading...", 25, ColorValue::DARK_LIGHT, 20});
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$gui.set<guecs::Sprite>(grid, {"paper_ui_background"});
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$gui.init();
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for(auto& [name, cell] : $grid.cells()) {
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auto box = $grid.entity(name);
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$grid.set<guecs::Rectangle>(box, {});
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$grid.set<guecs::Label>(box, {name});
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}
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$grid.init();
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}
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void MapViewUI::render(sf::RenderWindow &window) {
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$tiles = $level.map->tiles();
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auto grid = $gui.entity("map_grid");
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auto player_pos = $level.world->get<Position>($level.player);
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std::string map_out = $tiles.to_string(player_pos.location.x, player_pos.location.y);
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
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std::wstring map_wstr = converter.from_bytes(map_out);
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auto& map_text = $gui.get<guecs::WideText>(grid);
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map_text.update(map_wstr);
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$gui.render(window);
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$grid.render(window);
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}
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}
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