Conver to using \ for member variables in classes. In structs just use the name.
This commit is contained in:
parent
187edb898e
commit
5cf66aad02
8 changed files with 143 additions and 144 deletions
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@ -5,7 +5,7 @@ void Entity::move(Point loc) {
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}
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void Entity::event(EntityEvent ev) {
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switch(_state) {
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switch($state) {
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FSM_STATE(EntityState, START, ev);
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FSM_STATE(EntityState, HUNTING, ev);
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FSM_STATE(EntityState, DEAD, ev);
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@ -11,8 +11,7 @@ enum class EntityEvent {
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};
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class Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
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public:
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struct Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
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Point location{0,0};
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int hp = 20;
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int damage = 10;
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6
fsm.hpp
6
fsm.hpp
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@ -12,17 +12,17 @@ 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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S $state = S::START;
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public:
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template<typename... Types>
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void event(E event, Types... args);
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void state(S next_state) {
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_state = next_state;
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$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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return $state == state;
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}
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};
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116
gui.cpp
116
gui.cpp
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@ -40,80 +40,80 @@ sf::Color GUI::color(Value val) {
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return VALUES[size_t(val)];
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}
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GUI::GUI() : game_map_(50, 20),
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canvas_(60 * 2, 20 * 4),
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window_(sf::VideoMode(1600,900), "Roguish"),
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screen_(0,0)
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GUI::GUI() : $game_map(50, 20),
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$canvas(60 * 2, 20 * 4),
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$window(sf::VideoMode(1600,900), "Roguish"),
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$screen(0,0)
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{
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int res = hit_buf_.loadFromFile("./assets/hit.wav");
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int res = $hit_buf.loadFromFile("./assets/hit.wav");
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dbc::check(res, "failed to load hit.wav");
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hit_sound_.setBuffer(hit_buf_);
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$hit_sound.setBuffer($hit_buf);
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font_.loadFromFile("./assets/text.otf");
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text_.setFont(font_);
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text_.setCharacterSize(30);
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text_.setFillColor(color(Value::LIGHT_DARK));
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game_map_.generate();
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player_.location = game_map_.place_entity(0);
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enemy_.location = game_map_.place_entity(1);
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goal_ = game_map_.place_entity(game_map_.room_count() - 1);
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screen_ = Screen::Create(Dimension::Full());
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$font.loadFromFile("./assets/text.otf");
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$text.setFont($font);
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$text.setCharacterSize(30);
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$text.setFillColor(color(Value::LIGHT_DARK));
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$game_map.generate();
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$player.location = $game_map.place_entity(0);
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$enemy.location = $game_map.place_entity(1);
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$goal = $game_map.place_entity($game_map.room_count() - 1);
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$screen = Screen::Create(Dimension::Full());
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}
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void GUI::create_renderer() {
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map_view_ = Renderer([&] {
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Matrix &walls = game_map_.walls();
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game_map_.set_target(player_.location);
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game_map_.make_paths();
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Matrix &paths = game_map_.paths();
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$map_view = Renderer([&] {
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Matrix &walls = $game_map.walls();
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$game_map.set_target($player.location);
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$game_map.make_paths();
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Matrix &paths = $game_map.paths();
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if(player_.in_state(EntityState::DEAD)) {
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status_text_ = "DEAD!";
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if($player.in_state(EntityState::DEAD)) {
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$status_text = "DEAD!";
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}
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
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if(tile == "#") {
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canvas_.DrawText(x*2, y*4, tile);
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} else if(show_paths_) {
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$canvas.DrawText(x*2, y*4, tile);
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} else if($show_paths) {
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//int pnum = paths[y][x];
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canvas_.DrawText(x*2, y*4, tile);
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$canvas.DrawText(x*2, y*4, tile);
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} else {
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canvas_.DrawText(x*2, y*4, ".");
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$canvas.DrawText(x*2, y*4, ".");
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}
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}
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}
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canvas_.DrawText(enemy_.location.x*2, enemy_.location.y*4, "!");
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canvas_.DrawText(player_.location.x*2, player_.location.y*4, "@");
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canvas_.DrawText(goal_.x*2, goal_.y*4, "$");
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$canvas.DrawText($enemy.location.x*2, $enemy.location.y*4, "!");
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$canvas.DrawText($player.location.x*2, $player.location.y*4, "@");
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$canvas.DrawText($goal.x*2, $goal.y*4, "$");
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return canvas(canvas_);
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return canvas($canvas);
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});
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document_ = Renderer([&]{
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$document = Renderer([&]{
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return hbox({
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hflow(
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vbox(
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text(format("HP: {}", player_.hp)) | border,
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text(status_text_) | border
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text(format("HP: {}", $player.hp)) | border,
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text($status_text) | border
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) | xflex_grow
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),
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separator(),
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hbox(map_view_->Render()),
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hbox($map_view->Render()),
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});
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});
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}
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void GUI::handle_events() {
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sf::Event event;
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while(window_.pollEvent(event)) {
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while($window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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window_.close();
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$window.close();
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} else if(event.type == sf::Event::KeyPressed) {
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size_t x = player_.location.x;
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size_t y = player_.location.y;
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size_t x = $player.location.x;
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size_t y = $player.location.y;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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x -= 1;
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@ -125,44 +125,44 @@ void GUI::handle_events() {
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y += 1;
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}
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if(game_map_.inmap(x,y) && !game_map_.iswall(x,y)) {
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game_map_.clear_target(player_.location);
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player_.move({x, y});
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if($game_map.inmap(x,y) && !$game_map.iswall(x,y)) {
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$game_map.clear_target($player.location);
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$player.move({x, y});
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} else {
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hit_sound_.play();
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$hit_sound.play();
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}
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// move enemy_ here
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bool found = game_map_.neighbors(enemy_.location, true);
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// move $enemy here
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bool found = $game_map.neighbors($enemy.location, true);
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if(!found) {
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status_text_ = "ENEMY STUCK!";
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$status_text = "ENEMY STUCK!";
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}
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if(enemy_.location.x == player_.location.x && enemy_.location.y == player_.location.y) {
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player_.event(EntityEvent::HIT);
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} else if(goal_.x == player_.location.x && goal_.y == player_.location.y) {
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status_text_ = "YOU WIN!";
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if($enemy.location.x == $player.location.x && $enemy.location.y == $player.location.y) {
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$player.event(EntityEvent::HIT);
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} else if($goal.x == $player.location.x && $goal.y == $player.location.y) {
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$status_text = "YOU WIN!";
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}
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}
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}
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}
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void GUI::render_scene() {
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Render(screen_, document_->Render());
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std::string screen_out = screen_.ToString();
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std::wstring utf8 = converter_.from_bytes(screen_out);
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text_.setString(utf8);
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text_.setPosition({0,0});
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Render($screen, $document->Render());
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std::string $screenout = $screen.ToString();
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std::wstring utf8 = $converter.from_bytes($screenout);
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$text.setString(utf8);
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$text.setPosition({0,0});
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window_.clear();
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window_.draw(text_);
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window_.display();
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$window.clear();
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$window.draw($text);
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$window.display();
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}
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int GUI::main() {
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create_renderer();
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while(window_.isOpen()) {
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while($window.isOpen()) {
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render_scene();
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handle_events();
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}
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32
gui.hpp
32
gui.hpp
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@ -24,22 +24,22 @@ enum class Value {
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class GUI {
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sf::Color color(Value val);
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Map game_map_;
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sf::SoundBuffer hit_buf_;
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sf::Sound hit_sound_;
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bool show_paths_ = false;
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string status_text_ = "NOT DEAD";
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Entity player_;
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Entity enemy_;
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Point goal_;
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Component document_;
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Component map_view_;
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Canvas canvas_;
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sf::Font font_;
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sf::Text text_;
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter_;
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sf::RenderWindow window_;
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Screen screen_;
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Map $game_map;
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sf::SoundBuffer $hit_buf;
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sf::Sound $hit_sound;
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bool $show_paths = false;
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string $status_text = "NOT DEAD";
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Entity $player;
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Entity $enemy;
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Point $goal;
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Component $document;
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Component $map_view;
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Canvas $canvas;
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sf::Font $font;
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sf::Text $text;
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
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sf::RenderWindow $window;
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Screen $screen;
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public:
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GUI();
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96
map.cpp
96
map.cpp
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@ -5,8 +5,8 @@
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#include <random>
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#include <utility>
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std::random_device g_rng;
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std::mt19937 g_generator(g_rng());
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std::random_device $RNG;
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std::mt19937 $GENERATOR($RNG());
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using std::vector, std::pair;
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using namespace fmt;
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@ -45,20 +45,20 @@ inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t
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* can run make_rooms and generate on. It will
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* NOT be valid until you actually run generate.
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*/
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Map::Map(size_t width, size_t height) : limit_(1000) {
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walls_ = Matrix(height, MatrixRow(width, INV_WALL));
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input_map_ = Matrix(height, MatrixRow(width, 1));
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Map::Map(size_t width, size_t height) : $limit(1000) {
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$walls = Matrix(height, MatrixRow(width, INV_WALL));
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$input_map = Matrix(height, MatrixRow(width, 1));
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}
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void Map::make_paths() {
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size_t h = input_map_.size();
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size_t w = input_map_[0].size();
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size_t h = $input_map.size();
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size_t w = $input_map[0].size();
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// Initialize the new array with every pixel at limit distance
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// NOTE: this is normally ones() * limit
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int limit = limit_ == 0 ? h * w : limit_;
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int limit = $limit == 0 ? h * w : $limit;
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Matrix new_arr = Matrix(h, MatrixRow(w, limit));
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Matrix closed = walls_;
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Matrix closed = $walls;
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PointList starting_pixels;
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PointList open_pixels;
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@ -66,7 +66,7 @@ void Map::make_paths() {
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for(size_t counter = 0; counter < h * w; counter++) {
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size_t x = counter % w;
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size_t y = counter / w;
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if(input_map_[y][x] == 0) {
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if($input_map[y][x] == 0) {
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new_arr[y][x] = 0;
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closed[y][x] = 1;
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starting_pixels.push_back({.x=x,.y=y});
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@ -94,7 +94,7 @@ void Map::make_paths() {
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new_arr[sp.y][sp.x] = counter;
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}
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paths_ = new_arr;
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$paths = new_arr;
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}
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void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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@ -104,10 +104,10 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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dbc::pre("h out of bounds", h <= height());
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for(size_t y = origin_y; y < origin_y + h; ++y) {
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dbc::check(y < walls_.size(), "y is out of bounds");
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dbc::check(y < $walls.size(), "y is out of bounds");
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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dbc::check(x < walls_[y].size(), "x is out of bounds");
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walls_[y][x] = INV_SPACE;
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dbc::check(x < $walls[y].size(), "x is out of bounds");
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$walls[y][x] = INV_SPACE;
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}
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}
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}
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@ -117,13 +117,13 @@ inline int make_split(Room &cur, bool horiz) {
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int min = dimension / 4;
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int max = dimension - min;
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std::uniform_int_distribution<int> rand_dim(min, max);
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return rand_dim(g_generator);
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return rand_dim($GENERATOR);
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}
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void Map::partition_map(Room &cur, int depth) {
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if(cur.width >= 5 && cur.width <= 10 &&
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cur.height >= 5 && cur.height <= 10) {
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rooms_.push_back(cur);
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$rooms.push_back(cur);
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return;
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}
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@ -158,7 +158,7 @@ void Map::partition_map(Room &cur, int depth) {
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}
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void Map::place_rooms(Room &cur) {
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for(auto &cur : rooms_) {
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for(auto &cur : $rooms) {
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cur.x += 2;
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cur.y += 2;
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cur.width -= 4;
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@ -178,7 +178,7 @@ bool Map::neighbors(Point &out, bool greater) {
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}};
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int zero_i = -1;
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int cur = paths_[out.y][out.x];
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int cur = $paths[out.y][out.x];
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if(cur == 1000) {
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// BUG: sometimes the generation clips a door and we
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@ -188,7 +188,7 @@ bool Map::neighbors(Point &out, bool greater) {
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for(int i = 0; i < 4; ++i) {
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Point dir = dirs[i];
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int diff = inmap(dir.x, dir.y) ? cur - paths_[dir.y][dir.x] : -1000;
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int diff = inmap(dir.x, dir.y) ? cur - $paths[dir.y][dir.x] : -1000;
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if(diff == 1) {
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out = {.x=dir.x, .y=dir.y};
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@ -211,8 +211,8 @@ bool Map::inmap(size_t x, size_t y) {
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}
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void Map::set_door(Room &room, int value) {
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walls_[room.entry.y][room.entry.x] = value;
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walls_[room.exit.y][room.exit.x] = value;
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$walls[room.entry.y][room.entry.x] = value;
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$walls[room.exit.y][room.exit.x] = value;
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}
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void rand_side(Room &room, Point &door) {
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@ -220,22 +220,22 @@ void rand_side(Room &room, Point &door) {
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std::uniform_int_distribution<int> rand_x(0, room.width - 1);
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std::uniform_int_distribution<int> rand_y(0, room.height - 1);
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switch(rand_side(g_generator)) {
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switch(rand_side($GENERATOR)) {
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case 0: // north
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door.x = room.x + rand_x(g_generator);
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door.x = room.x + rand_x($GENERATOR);
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door.y = room.y-1;
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break;
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case 1: // south
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door.x = room.x + rand_x(g_generator);
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door.x = room.x + rand_x($GENERATOR);
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door.y = room.y + room.height;
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break;
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case 2: // east
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door.x = room.x + room.width;
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door.y = room.y + rand_y(g_generator);
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door.y = room.y + rand_y($GENERATOR);
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break;
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case 3: // west
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door.x = room.x - 1;
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door.y = room.y + rand_y(g_generator);
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door.y = room.y + rand_y($GENERATOR);
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break;
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default:
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dbc::sentinel("impossible side");
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@ -249,15 +249,15 @@ void Map::add_door(Room &room) {
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bool Map::walk(Point &src, Point &target) {
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// this sets the target for the path
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dbc::check(input_map_[target.y][target.x] == 0, "target point not set to 0");
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dbc::check($input_map[target.y][target.x] == 0, "target point not set to 0");
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walls_[src.y][src.x] = INV_WALL;
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walls_[target.y][target.x] = INV_WALL;
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$walls[src.y][src.x] = INV_WALL;
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$walls[target.y][target.x] = INV_WALL;
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// for the walk this needs to be walls since it's inverted?
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dbc::check(walls_[src.y][src.x] == INV_WALL,
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dbc::check($walls[src.y][src.x] == INV_WALL,
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"src room has a wall at exit door");
|
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dbc::check(walls_[target.y][target.x] == INV_WALL,
|
||||
dbc::check($walls[target.y][target.x] == INV_WALL,
|
||||
"target room has a wall at entry door");
|
||||
|
||||
make_paths();
|
||||
|
@ -266,11 +266,11 @@ bool Map::walk(Point &src, Point &target) {
|
|||
int count = 0;
|
||||
|
||||
do {
|
||||
walls_[out.y][out.x] = INV_SPACE;
|
||||
$walls[out.y][out.x] = INV_SPACE;
|
||||
found = neighbors(out, true);
|
||||
|
||||
if(paths_[out.y][out.x] == 0) {
|
||||
walls_[out.y][out.x] = INV_SPACE;
|
||||
if($paths[out.y][out.x] == 0) {
|
||||
$walls[out.y][out.x] = INV_SPACE;
|
||||
return true;
|
||||
}
|
||||
} while(found && out.x > 0 && out.y > 0 && ++count < 100);
|
||||
|
@ -279,17 +279,17 @@ bool Map::walk(Point &src, Point &target) {
|
|||
}
|
||||
|
||||
void Map::set_target(Point &at, int value) {
|
||||
input_map_[at.y][at.x] = 0;
|
||||
$input_map[at.y][at.x] = 0;
|
||||
}
|
||||
|
||||
void Map::clear_target(Point &at) {
|
||||
input_map_[at.y][at.x] = 1;
|
||||
$input_map[at.y][at.x] = 1;
|
||||
}
|
||||
|
||||
Point Map::place_entity(size_t room_index) {
|
||||
dbc::check(room_index < rooms_.size(), "room_index is out of bounds, not enough rooms");
|
||||
dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
|
||||
|
||||
Room &start = rooms_[room_index];
|
||||
Room &start = $rooms[room_index];
|
||||
return {start.x+1, start.y+1};
|
||||
}
|
||||
|
||||
|
@ -304,9 +304,9 @@ void Map::generate() {
|
|||
partition_map(root, 10);
|
||||
place_rooms(root);
|
||||
|
||||
for(size_t i = 0; i < rooms_.size() - 1; i++) {
|
||||
Room &src = rooms_[i];
|
||||
Room &target = rooms_[i+1];
|
||||
for(size_t i = 0; i < $rooms.size() - 1; i++) {
|
||||
Room &src = $rooms[i];
|
||||
Room &target = $rooms[i+1];
|
||||
set_target(target.entry);
|
||||
bool found = walk(src.exit, target.entry);
|
||||
if(!found) {
|
||||
|
@ -315,8 +315,8 @@ void Map::generate() {
|
|||
clear_target(target.entry);
|
||||
}
|
||||
|
||||
Room &src = rooms_.back();
|
||||
Room &target = rooms_.front();
|
||||
Room &src = $rooms.back();
|
||||
Room &target = $rooms.front();
|
||||
|
||||
set_target(target.entry);
|
||||
walk(src.exit, target.entry);
|
||||
|
@ -324,17 +324,17 @@ void Map::generate() {
|
|||
|
||||
for(size_t y = 0; y < height(); ++y) {
|
||||
for(size_t x = 0; x < width(); ++x) {
|
||||
walls_[y][x] = !walls_[y][x];
|
||||
$walls[y][x] = !$walls[y][x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Map::iswall(size_t x, size_t y) {
|
||||
return walls_[y][x] == WALL_VALUE;
|
||||
return $walls[y][x] == WALL_VALUE;
|
||||
}
|
||||
|
||||
void Map::dump() {
|
||||
dump_map("PATHS", paths_);
|
||||
dump_map("WALLS", walls_);
|
||||
dump_map("INPUT", input_map_);
|
||||
dump_map("PATHS", $paths);
|
||||
dump_map("WALLS", $walls);
|
||||
dump_map("INPUT", $input_map);
|
||||
}
|
||||
|
|
30
map.hpp
30
map.hpp
|
@ -34,17 +34,17 @@ void dump_map(const std::string &msg, Matrix &map);
|
|||
void add_neighbors(Matrix &closed, size_t j, size_t i);
|
||||
|
||||
class Map {
|
||||
Matrix input_map_;
|
||||
Matrix walls_;
|
||||
Matrix paths_;
|
||||
std::vector<Room> rooms_;
|
||||
int limit_ = 0;
|
||||
Matrix $input_map;
|
||||
Matrix $walls;
|
||||
Matrix $paths;
|
||||
std::vector<Room> $rooms;
|
||||
int $limit = 0;
|
||||
public:
|
||||
|
||||
// make explicit
|
||||
Map(Matrix input_map, Matrix walls_map, int limit) :
|
||||
input_map_(input_map),
|
||||
walls_(walls_map), limit_(limit) {
|
||||
$input_map(input_map),
|
||||
$walls(walls_map), $limit(limit) {
|
||||
}
|
||||
|
||||
// make random
|
||||
|
@ -53,18 +53,18 @@ public:
|
|||
// disable copying
|
||||
Map(Map &map) = delete;
|
||||
|
||||
Matrix& paths() { return paths_; }
|
||||
Matrix& input_map() { return input_map_; }
|
||||
Matrix& walls() { return walls_; }
|
||||
int limit() { return limit_; }
|
||||
size_t width() { return walls_[0].size(); }
|
||||
size_t height() { return walls_.size(); }
|
||||
Matrix& paths() { return $paths; }
|
||||
Matrix& input_map() { return $input_map; }
|
||||
Matrix& walls() { return $walls; }
|
||||
int limit() { return $limit; }
|
||||
size_t width() { return $walls[0].size(); }
|
||||
size_t height() { return $walls.size(); }
|
||||
Room &room(size_t at) {
|
||||
return rooms_[at];
|
||||
return $rooms[at];
|
||||
}
|
||||
|
||||
size_t room_count() {
|
||||
return rooms_.size();
|
||||
return $rooms.size();
|
||||
}
|
||||
|
||||
void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
|
||||
|
|
|
@ -17,7 +17,7 @@ enum class MyEvent {
|
|||
class MyFSM : public DeadSimpleFSM<MyState, MyEvent> {
|
||||
public:
|
||||
void event(MyEvent ev, string data="") {
|
||||
switch(_state) {
|
||||
switch($state) {
|
||||
FSM_STATE(MyState, START, ev);
|
||||
FSM_STATE(MyState, RUNNING, ev, data);
|
||||
FSM_STATE(MyState, END, ev);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue