I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system.
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5 changed files with 42 additions and 78 deletions
40
gui.cpp
40
gui.cpp
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@ -84,10 +84,48 @@ MapViewUI::MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map)
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$world(world), $lights(lights), $game_map(game_map)
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{}
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void MapViewUI::draw_map() {
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const auto& debug = $world.get_the<Debug>();
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const auto& player = $world.get_the<Player>();
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const auto& player_position = $world.get<Position>(player.entity);
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Point start = $game_map.center_camera(player_position.location, width, height);
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auto &tiles = $game_map.tiles();
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auto &paths = $game_map.paths();
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auto &lighting = $lights.lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $game_map.width() - start.x);
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size_t end_y = std::min(size_t(height), $game_map.height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x) {
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const TileCell& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : format("{:x}", dnum);
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
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});
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}
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}
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}
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System::draw_entities($world, $game_map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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set_renderer(Renderer([&] {
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System::draw_map($world, $game_map, $lights.lighting(), $canvas, width, height);
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draw_map();
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return canvas($canvas);
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}));
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}
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1
gui.hpp
1
gui.hpp
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@ -82,6 +82,7 @@ class MapViewUI : public Panel {
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MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map);
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void create_render();
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void resize_canvas();
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void draw_map();
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};
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class GUI {
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37
systems.cpp
37
systems.cpp
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@ -173,40 +173,3 @@ void System::draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &
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}
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});
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}
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void System::draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
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const auto& debug = world.get_the<Debug>();
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const auto& player = world.get_the<Player>();
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const auto& player_position = world.get<Position>(player.entity);
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Point start = game_map.center_camera(player_position.location, view_x, view_y);
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auto &tiles = game_map.tiles();
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auto &paths = game_map.paths();
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size_t end_x = std::min(view_x, game_map.width() - start.x);
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size_t end_y = std::min(view_y, game_map.height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x) {
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const TileCell& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : format("{:x}", dnum);
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canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
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});
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} else {
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canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
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});
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}
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}
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}
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System::draw_entities(world, game_map, lighting, canvas, start, view_x, view_y);
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}
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@ -14,7 +14,6 @@ namespace System {
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void collision(DinkyECS::World &world, Player &player);
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void death(DinkyECS::World &world);
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void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player);
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void draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y);
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void draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
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void init_positions(DinkyECS::World &world);
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}
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@ -41,43 +41,6 @@ TEST_CASE("can render a text panel", "[render]") {
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renderer.close();
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}
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TEST_CASE("can render a text", "[render]") {
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SFMLRender renderer;
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renderer.init_terminal();
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DinkyECS::World world;
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save::load_configs(world);
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const auto& config = world.get_the<MapConfig>();
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Panel map_view(0, 0, 20, 20, true);
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Map map(20,20);
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WorldBuilder builder(map);
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builder.generate();
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Player player{world.entity()};
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world.set_the<Debug>({});
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world.set_the<Player>(player);
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world.set<Tile>(player.entity, {config.PLAYER_TILE});
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world.set<LightSource>(player.entity, {6,1});
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world.set<Position>(player.entity, {map.place_entity(0)});
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LightRender lights(map.width(), map.height());
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Canvas map_canvas(map_view.width * 2, map_view.height * 4);
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map_view.set_renderer(Renderer([&] {
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System::draw_map(world, map, lights.lighting(), map_canvas, map_view.width, map_view.height);
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return canvas(map_canvas);
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}));
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run_renderer(renderer, map_view);
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for(int i = 2; i < 14; i++) {
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renderer.resize_grid(i * 10, map_view);
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map_canvas = Canvas(map_view.width * 2, map_view.height * 4);
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run_renderer(renderer, map_view);
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}
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renderer.close();
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TEST_CASE("can render a grid", "[render]") {
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dbc::log("!!!! NEEDS A REWRITE");
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}
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