Trying out an FSM for controlling the main loop.

This commit is contained in:
Zed A. Shaw 2025-02-04 00:52:54 -05:00
parent 740e30cb2b
commit 7228bdf210
6 changed files with 247 additions and 80 deletions

200
main.cpp
View file

@ -9,6 +9,8 @@
#include "components.hpp"
#include "camera.hpp"
#include <numbers>
#define FSM_DEBUG 1
#include "fsm.hpp"
using namespace components;
@ -20,7 +22,18 @@ void draw_gui(sf::RenderWindow &window, Raycaster &rayview, sf::Text &text, Stat
window.draw(rect);
text.setString(
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}",
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,
@ -43,56 +56,131 @@ void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
window.draw(weapon);
}
enum MoveState {
MOVE,
ROTATE,
STRAFE,
enum class MainState {
START,
MOVING,
ROTATING,
IDLE
};
inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
MoveState &state, CameraLOL &camera)
{
while(const auto event = window.pollEvent()) {
if(event->is<sf::Event::Closed>()) {
window.close();
}
enum class MainEvent {
STARTED,
TICK,
MOVE_FORWARD,
MOVE_BACK,
MOVE_LEFT,
MOVE_RIGHT,
ROTATE_LEFT,
ROTATE_RIGHT,
QUIT
};
if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
if(key->scancode == sf::Keyboard::Scan::W) {
camera.plan_run(rayview, 1);
state = MOVE;
} else if(key->scancode == sf::Keyboard::Scan::S) {
camera.plan_run(rayview, -1);
state = MOVE;
}
class MainFSM : public DeadSimpleFSM<MainState, MainEvent> {
public:
sf::RenderWindow& $window;
Raycaster& $rayview;
CameraLOL $camera;
if(key->scancode == sf::Keyboard::Scan::Q) {
camera.plan_rotate(rayview, 1);
state = ROTATE;
} else if(key->scancode == sf::Keyboard::Scan::E) {
camera.plan_rotate(rayview, -1);
state = ROTATE;
}
MainFSM(sf::RenderWindow &window, Raycaster &rayview) :
$window(window),
$rayview(rayview) { }
if(key->scancode == sf::Keyboard::Scan::D) {
camera.plan_strafe(rayview, -1);
state = STRAFE;
} else if(key->scancode == sf::Keyboard::Scan::A) {
camera.plan_strafe(rayview, 1);
state = STRAFE;
void event(MainEvent ev) {
switch($state) {
FSM_STATE(MainState, START, ev);
FSM_STATE(MainState, MOVING, ev);
FSM_STATE(MainState, ROTATING, ev);
FSM_STATE(MainState, IDLE, ev);
}
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
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 = $window.pollEvent()) {
if(keyev->is<sf::Event::Closed>()) {
event(MainEvent::QUIT);
}
if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
switch(key->scancode) {
case KEY::W:
event(MainEvent::MOVE_FORWARD);
break;
case KEY::S:
event(MainEvent::MOVE_BACK);
break;
case KEY::Q:
event(MainEvent::ROTATE_LEFT);
break;
case KEY::E:
event(MainEvent::ROTATE_RIGHT);
break;
case KEY::D:
event(MainEvent::MOVE_RIGHT);
break;
case KEY::A:
event(MainEvent::MOVE_LEFT);
break;
default:
break; // ignored
}
}
}
}
};
int main() {
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
@ -131,8 +219,8 @@ int main() {
window.setVerticalSyncEnabled(VSYNC);
window.setFramerateLimit(FRAME_LIMIT);
MoveState state = IDLE;
CameraLOL camera;
MainFSM fsm(window, rayview);
fsm.event(MainEvent::STARTED);
while(window.isOpen()) {
auto start = std::chrono::high_resolution_clock::now();
@ -146,22 +234,18 @@ int main() {
draw_weapon(window, *weapon_sprite_ptr, rotation);
window.display();
if(state == IDLE) {
handle_window_events(window, rayview, state, camera);
} else if(state == MOVE) {
if(camera.play_run(rayview)) {
state = IDLE;
if(fsm.in_state(MainState::IDLE)) {
fsm.keyboard();
} else{
fsm.event(MainEvent::TICK);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
}
} else if(state == ROTATE) {
if(camera.play_rotate(rayview)) {
state = IDLE;
}
} else if(state == STRAFE) {
if(camera.play_strafe(rayview)) {
state = IDLE;
}
} else {
dbc::sentinel("invalid move state.");
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {