Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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ddf1ba955c
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9 changed files with 95 additions and 21 deletions
11
systems.cpp
11
systems.cpp
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@ -13,9 +13,9 @@ using namespace fmt;
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using namespace Components;
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using ftxui::Color;
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#define HEARING_DISTANCE 8
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void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) {
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// TODO: this will be on each enemy not a global thing
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const auto &config = world.get_the<EnemyConfig>();
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const auto &player_position = world.get<Position>(player.entity);
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game_map.set_target(player_position.location);
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game_map.make_paths();
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@ -23,7 +23,7 @@ void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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if(ent != player.entity) {
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Point out = position.location; // copy
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if(game_map.distance(out) < HEARING_DISTANCE) {
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if(game_map.distance(out) < config.HEARING_DISTANCE) {
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game_map.neighbors(out, false);
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
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}
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@ -133,6 +133,7 @@ void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas
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}
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void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
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const auto& config = world.get_the<MapConfig>();
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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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@ -143,9 +144,9 @@ void System::draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canv
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for(size_t x = 0; x < end_x; ++x) {
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for(size_t y = 0; y < end_y; ++y) {
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string tile = walls[start.y+y][start.x+x] == 1 ? WALL_TILE : FLOOR_TILE;
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string tile = walls[start.y+y][start.x+x] == 1 ? config.WALL_TILE : config.FLOOR_TILE;
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// the 2 and 4 are from ftxui::Canvas since it does a kind of "subpixel" drawing
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if(tile == WALL_TILE) {
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if(tile == config.WALL_TILE) {
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canvas.DrawText(x * 2, y * 4, tile, Color::RGB(70, 70, 70));
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} else {
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canvas.DrawText(x * 2, y * 4, tile, Color::RGB(20, 20, 20));
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