Trying out an FSM for controlling the main loop.
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6 changed files with 247 additions and 80 deletions
200
main.cpp
200
main.cpp
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@ -9,6 +9,8 @@
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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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@ -20,7 +22,18 @@ void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stat
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window.draw(rect);
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text.setString(
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fmt::format("FPS\nmean:{:>8.5}\nsdev: {:>8.5}\nmin: {:>8.5}\nmax: {:>8.5}\ncount:{:<10}\n\nVSync? {}\nFR Limit: {}\nDebug? {}\n\nHit R to reset.\n\ndir: {:>2.2},{:>2.2}\npos: {:>2.2},{:>2.2}",
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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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@ -43,56 +56,131 @@ void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
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window.draw(weapon);
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}
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enum MoveState {
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MOVE,
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ROTATE,
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STRAFE,
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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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inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
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MoveState &state, CameraLOL &camera)
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{
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while(const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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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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if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
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if(key->scancode == sf::Keyboard::Scan::W) {
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camera.plan_run(rayview, 1);
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state = MOVE;
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} else if(key->scancode == sf::Keyboard::Scan::S) {
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camera.plan_run(rayview, -1);
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state = MOVE;
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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 $camera;
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if(key->scancode == sf::Keyboard::Scan::Q) {
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camera.plan_rotate(rayview, 1);
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state = ROTATE;
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} else if(key->scancode == sf::Keyboard::Scan::E) {
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camera.plan_rotate(rayview, -1);
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state = ROTATE;
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}
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MainFSM(sf::RenderWindow &window, Raycaster &rayview) :
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$window(window),
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$rayview(rayview) { }
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if(key->scancode == sf::Keyboard::Scan::D) {
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camera.plan_strafe(rayview, -1);
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state = STRAFE;
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} else if(key->scancode == sf::Keyboard::Scan::A) {
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camera.plan_strafe(rayview, 1);
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state = STRAFE;
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void event(MainEvent ev) {
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switch($state) {
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FSM_STATE(MainState, START, ev);
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FSM_STATE(MainState, MOVING, ev);
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FSM_STATE(MainState, ROTATING, ev);
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FSM_STATE(MainState, IDLE, ev);
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}
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::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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void START(MainEvent ) {
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state(MainState::IDLE);
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}
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}
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}
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void MOVING(MainEvent ) {
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if($camera.play_move($rayview)) {
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state(MainState::IDLE);
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}
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}
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void ROTATING(MainEvent ) {
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if($camera.play_rotate($rayview)) {
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state(MainState::IDLE);
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}
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}
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void IDLE(MainEvent ev) {
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using FU = MainEvent;
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switch(ev) {
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case FU::QUIT:
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$window.close();
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break;
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case FU::MOVE_FORWARD:
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$camera.plan_run($rayview, 1);
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state(MainState::MOVING);
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break;
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case FU::MOVE_BACK:
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$camera.plan_run($rayview, -1);
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state(MainState::MOVING);
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break;
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case FU::MOVE_LEFT:
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$camera.plan_strafe($rayview, 1);
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state(MainState::MOVING);
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break;
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case FU::MOVE_RIGHT:
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$camera.plan_strafe($rayview, -1);
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state(MainState::MOVING);
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break;
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case FU::ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(MainState::ROTATING);
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break;
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case FU::ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(MainState::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 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(MainEvent::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(MainEvent::MOVE_FORWARD);
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break;
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case KEY::S:
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event(MainEvent::MOVE_BACK);
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break;
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case KEY::Q:
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event(MainEvent::ROTATE_LEFT);
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break;
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case KEY::E:
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event(MainEvent::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(MainEvent::MOVE_RIGHT);
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break;
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case KEY::A:
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event(MainEvent::MOVE_LEFT);
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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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};
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int main() {
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
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@ -131,8 +219,8 @@ int main() {
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window.setVerticalSyncEnabled(VSYNC);
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window.setFramerateLimit(FRAME_LIMIT);
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MoveState state = IDLE;
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CameraLOL camera;
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MainFSM fsm(window, rayview);
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fsm.event(MainEvent::STARTED);
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while(window.isOpen()) {
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auto start = std::chrono::high_resolution_clock::now();
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@ -146,22 +234,18 @@ int main() {
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draw_weapon(window, *weapon_sprite_ptr, rotation);
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window.display();
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if(state == IDLE) {
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handle_window_events(window, rayview, state, camera);
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} else if(state == MOVE) {
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if(camera.play_run(rayview)) {
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state = IDLE;
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if(fsm.in_state(MainState::IDLE)) {
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fsm.keyboard();
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} else{
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fsm.event(MainEvent::TICK);
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::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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} else if(state == ROTATE) {
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if(camera.play_rotate(rayview)) {
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state = IDLE;
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}
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} else if(state == STRAFE) {
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if(camera.play_strafe(rayview)) {
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state = IDLE;
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}
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} else {
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dbc::sentinel("invalid move state.");
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
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