A bit more cleanup, but still looking for more organization.
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parent
e42647d727
commit
1bb8999610
6 changed files with 50 additions and 34 deletions
28
gui.cpp
28
gui.cpp
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@ -26,6 +26,7 @@ using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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using namespace ftxui;
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using namespace Components;
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std::array<sf::Color, 10> VALUES{
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sf::Color{1, 4, 2}, // black
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@ -116,8 +117,9 @@ void GUI::create_renderer() {
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});
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}
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void GUI::handle_events() {
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bool GUI::handle_events() {
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sf::Event event;
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bool event_happened = false;
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auto player = $world.get<Player>();
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auto& player_motion = $world.component<Motion>(player.entity);
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@ -127,21 +129,28 @@ void GUI::handle_events() {
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} else if(event.type == sf::Event::KeyPressed) {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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player_motion.dx = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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player_motion.dx = 1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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player_motion.dy = -1;
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event_happened = true;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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player_motion.dy = 1;
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event_happened = true;
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}
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// COMPOSE system? You create a bunch of callbacks and then combine them into
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// a single run over the data?
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System::enemy_pathing($world, $game_map, player);
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System::motion($world, $game_map);
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System::combat($world, player);
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}
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}
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return event_happened;
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}
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void GUI::run_systems() {
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auto player = $world.get<Player>();
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System::enemy_pathing($world, $game_map, player);
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System::motion($world, $game_map);
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System::combat($world, player);
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}
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void GUI::burn() {
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@ -225,7 +234,10 @@ int GUI::main() {
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while($window.isOpen()) {
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render_scene();
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handle_events();
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if(handle_events()) {
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run_systems();
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}
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std::this_thread::sleep_for(10ms);
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}
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