We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.

This commit is contained in:
Zed A. Shaw 2025-02-07 19:32:00 -05:00
parent 55b67dcf5d
commit d798d154ae
22 changed files with 1270 additions and 47 deletions

133
gui.cpp
View file

@ -10,21 +10,82 @@
using namespace components;
namespace gui {
using ftxui::Color;
MapViewUI::MapViewUI(GameLevel &level) :
Panel(RAY_VIEW_X, 0, 0, 0, true),
$level(level)
{}
void MapViewUI::update_level(GameLevel &level) {
$level = level;
}
void MapViewUI::draw_map() {
const auto& debug = $level.world->get_the<Debug>();
const auto& player = $level.world->get_the<Player>();
const auto& player_position = $level.world->get<Position>(player.entity);
Point start = $level.map->center_camera(player_position.location, width, height);
auto &tiles = $level.map->tiles();
auto &paths = $level.map->paths();
auto &lighting = $level.lights->lighting();
// WARN: this is exploiting that -1 in size_t becomes largest
size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
for(size_t y = 0; y < end_y; ++y) {
for(size_t x = 0; x < end_x; ++x)
{
const TileCell& tile = tiles.at(start.x+x, start.y+y);
// light value is an integer that's a percent
float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
});
} else {
$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
});
}
}
}
System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
}
void MapViewUI::create_render() {
set_renderer(Renderer([&] {
draw_map();
return canvas($canvas);
}));
}
void MapViewUI::resize_canvas() {
// set canvas to best size
$canvas = Canvas(width * 2, height * 4);
}
FSM::FSM() :
$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
$font{"./assets/text.otf"},
$renderer($window),
$level($levels.current()),
$map_view($level),
$font{FONT_FILE_NAME},
$text{$font},
$map_display{$font},
$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
$text.setPosition({10,10});
$text.setFillColor({255,255,255});
$map_display.setPosition({10, SCREEN_HEIGHT-300});
$map_display.setFillColor({255,255,255});
$map_display.setLetterSpacing(0.5);
$map_display.setLineSpacing(0.9);
$textures.load_tiles();
$textures.load_sprites();
}
@ -33,6 +94,7 @@ namespace gui {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, MOVING, ev);
FSM_STATE(State, MAPPING, ev);
FSM_STATE(State, ROTATING, ev);
FSM_STATE(State, IDLE, ev);
FSM_STATE(State, END, ev);
@ -41,12 +103,36 @@ namespace gui {
void FSM::START(Event ) {
generate_map();
$level.world->set_the<Debug>({});
$rayview.init_shaders();
$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
$renderer.init_terminal();
$map_view.create_render();
$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
$map_view.resize_canvas();
state(State::IDLE);
}
void FSM::MAPPING(Event ev) {
// BUG: can't close window when in mapping
switch(ev) {
case Event::MAP_OPEN:
state(State::IDLE);
break;
case Event::CLOSE:
state(State::IDLE);
break;
case Event::TICK:
break;
default:
dbc::log("invalid event sent to MAPPING");
}
}
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
System::plan_motion(*$level.world, {size_t($camera.targetX), size_t($camera.targetY)});
@ -89,6 +175,12 @@ namespace gui {
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
case FU::MAP_OPEN:
state(State::MAPPING);
break;
case FU::CLOSE:
dbc::log("Nothing to close.");
break;
default:
dbc::sentinel("unhandled event in IDLE");
}
@ -140,6 +232,12 @@ namespace gui {
case KEY::R:
$stats.reset();
break;
case KEY::M:
event(Event::MAP_OPEN);
break;
case KEY::Escape:
event(Event::CLOSE);
break;
default:
break; // ignored
}
@ -156,15 +254,9 @@ namespace gui {
void FSM::draw_gui() {
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
sf::RectangleShape map_rect({SCREEN_WIDTH - RAY_VIEW_WIDTH - 10, 300});
rect.setPosition({0,0});
rect.setFillColor({50, 50, 50});
map_rect.setPosition({0, SCREEN_HEIGHT-300});
map_rect.setFillColor({20, 20, 20});
$window.draw(rect);
$window.draw(map_rect);
$text.setString(
fmt::format("FPS\n"
@ -184,15 +276,19 @@ namespace gui {
$rayview.$dirY, $rayview.$posX, $rayview.$posY));
$window.draw($text);
std::wstring map = $level.map->tiles().minimap(int($rayview.$posX), int($rayview.$posY));
$map_display.setString(map);
$window.draw($map_display);
}
void FSM::render() {
auto start = std::chrono::high_resolution_clock::now();
$rayview.draw($window);
if(in_state(State::MAPPING)) {
$window.clear();
$map_view.render();
$renderer.draw($map_view);
} else {
$rayview.draw($window);
}
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration<double>(end - start);
$stats.sample(1/elapsed.count());
@ -211,7 +307,7 @@ namespace gui {
}
void FSM::generate_map() {
$level = $levels.current();
// ZED: this should eventually go away now that level manager is in play
auto& player = $level.world->get_the<Player>();
auto& player_position = $level.world->get<Position>(player.entity);
$player = player_position.location;
@ -222,6 +318,7 @@ namespace gui {
System::enemy_pathing($level);
System::collision($level);
System::motion($level);
System::lighting($level);
System::death($level);
}