Trying out an FSM for controlling the main loop.
This commit is contained in:
parent
740e30cb2b
commit
7228bdf210
6 changed files with 247 additions and 80 deletions
21
camera.cpp
21
camera.cpp
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@ -6,14 +6,12 @@ void CameraLOL::plan_run(Raycaster &rayview, int dir) {
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t = 0.0;
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targetX = rayview.$posX + int(rayview.$dirX * 1.5 * dir);
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targetY = rayview.$posY + int(rayview.$dirY * 1.5 * dir);
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targetDir = dir;
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}
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bool CameraLOL::play_run(Raycaster &rayview) {
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t += moveSpeed;
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rayview.$posX = std::lerp(rayview.$posX, targetX, t);
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rayview.$posY = std::lerp(rayview.$posY, targetY, t);
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return t >= 1.0;
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void CameraLOL::plan_strafe(Raycaster &rayview, int dir) {
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t = 0.0;
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targetX = rayview.$posX + int(-rayview.$dirY * 1.5 * dir);
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targetY = rayview.$posY + int(rayview.$dirX * 1.5 * dir);
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}
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void CameraLOL::plan_rotate(Raycaster &rayview, int dir) {
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@ -25,8 +23,6 @@ void CameraLOL::plan_rotate(Raycaster &rayview, int dir) {
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targetPlaneX = rayview.$planeX * cos(angle_dir) - rayview.$planeY * sin(angle_dir);
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targetPlaneY = rayview.$planeX * sin(angle_dir) + rayview.$planeY * cos(angle_dir);
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targetDir = dir;
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}
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bool CameraLOL::play_rotate(Raycaster &rayview) {
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@ -39,14 +35,7 @@ bool CameraLOL::play_rotate(Raycaster &rayview) {
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return t > 1.0;
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}
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void CameraLOL::plan_strafe(Raycaster &rayview, int dir) {
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t = 0.0;
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targetX = rayview.$posX + int(-rayview.$dirY * 1.5 * dir);
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targetY = rayview.$posY + int(rayview.$dirX * 1.5 * dir);
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}
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bool CameraLOL::play_strafe(Raycaster &rayview) {
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bool CameraLOL::play_move(Raycaster &rayview) {
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t += moveSpeed;
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rayview.$posX = std::lerp(rayview.$posX, targetX, t);
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rayview.$posY = std::lerp(rayview.$posY, targetY, t);
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10
camera.hpp
10
camera.hpp
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@ -7,17 +7,15 @@ struct CameraLOL {
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double rotSpeed = 0.1;
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double targetX = 0.0;
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double targetY = 0.0;
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int targetDir = 0;
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double targetDirX = 0.0;
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double targetDirY = 0.0;
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double targetPlaneX = 0.0;
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double targetPlaneY = 0.0;
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void plan_run(Raycaster &rayview, int dir);
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bool play_run(Raycaster &rayview);
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void plan_rotate(Raycaster &rayview, int dir);
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bool play_rotate(Raycaster &rayview);
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void plan_strafe(Raycaster &rayview, int dir);
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bool play_strafe(Raycaster &rayview);
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void plan_rotate(Raycaster &rayview, int dir);
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bool play_rotate(Raycaster &rayview);
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bool play_move(Raycaster &rayview);
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};
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28
fsm.hpp
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28
fsm.hpp
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@ -0,0 +1,28 @@
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#pragma once
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#include <fmt/core.h>
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#ifndef FSM_DEBUG
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#define FSM_STATE(C, S, E, ...) case C::S: S(E, ##__VA_ARGS__); break
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#else
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#define FSM_STATE(C, S, E, ...) case C::S: fmt::println(">> " #C " " #S " event={}, state={}", int(E), int($state)); S(E, ##__VA_ARGS__); fmt::println("<< " #C " state={}", int($state)); break
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#endif
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template<typename S, typename E>
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class DeadSimpleFSM {
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protected:
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// BUG: don't put this in your class because state() won't work
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S $state = S::START;
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public:
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template<typename... Types>
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void event(E event, Types... args);
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void state(S next_state) {
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$state = next_state;
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}
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bool in_state(S state) {
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return $state == state;
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}
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};
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196
main.cpp
196
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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$rayview(rayview) { }
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if(key->scancode == sf::Keyboard::Scan::D) {
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camera.plan_strafe(rayview, -1);
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state = STRAFE;
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} else if(key->scancode == sf::Keyboard::Scan::A) {
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camera.plan_strafe(rayview, 1);
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state = STRAFE;
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}
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void event(MainEvent ev) {
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switch($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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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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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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}
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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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if(fsm.in_state(MainState::IDLE)) {
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fsm.keyboard();
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} else{
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dbc::sentinel("invalid move state.");
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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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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
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@ -77,6 +77,7 @@ executable('runtests', sources + [
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'tests/pathing.cpp',
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'tests/spatialmap.cpp',
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'tests/tilemap.cpp',
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'tests/fsm.cpp',
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'tests/worldbuilder.cpp',
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], override_options: exe_defaults,
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dependencies: dependencies + [catch2])
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67
tests/fsm.cpp
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67
tests/fsm.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "../fsm.hpp"
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using namespace fmt;
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using std::string;
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enum class MyState {
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START, RUNNING, END
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};
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enum class MyEvent {
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STARTED, PUSH, QUIT
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};
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class MyFSM : public DeadSimpleFSM<MyState, MyEvent> {
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public:
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void event(MyEvent ev, string data="") {
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switch($state) {
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FSM_STATE(MyState, START, ev);
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FSM_STATE(MyState, RUNNING, ev, data);
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FSM_STATE(MyState, END, ev);
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}
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}
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void START(MyEvent ev) {
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println("<<< START {}", (int)ev);
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state(MyState::RUNNING);
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}
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void RUNNING(MyEvent ev, string &data) {
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if(ev == MyEvent::QUIT) {
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println("<<< QUITTING {}", data);
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state(MyState::END);
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} else {
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println("<<< RUN: {}", data);
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state(MyState::RUNNING);
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}
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}
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void END(MyEvent ev) {
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println("<<< STOP {}", (int)ev);
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state(MyState::END);
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}
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};
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TEST_CASE("confirm fsm works with optional data", "[utils]") {
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MyFSM fsm;
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REQUIRE(fsm.in_state(MyState::START));
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fsm.event(MyEvent::STARTED);
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REQUIRE(fsm.in_state(MyState::RUNNING));
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fsm.event(MyEvent::PUSH);
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REQUIRE(fsm.in_state(MyState::RUNNING));
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fsm.event(MyEvent::PUSH);
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REQUIRE(fsm.in_state(MyState::RUNNING));
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fsm.event(MyEvent::PUSH);
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REQUIRE(fsm.in_state(MyState::RUNNING));
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fsm.event(MyEvent::QUIT, "DONE!");
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REQUIRE(fsm.in_state(MyState::END));
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}
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