Now able to render the map at a different size from the rest of the UI and also only shake the map.
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parent
77945be4d7
commit
b8a0d9bbd1
3 changed files with 55 additions and 28 deletions
63
gui.cpp
63
gui.cpp
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@ -48,16 +48,25 @@ sf::Color GUI::color(Value val) {
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GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y),
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$canvas(GAME_MAP_X * 2, GAME_MAP_Y * 4),
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$screen(SCREEN_X, SCREEN_Y)
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$screen(SCREEN_X, SCREEN_Y),
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$map_screen(GAME_MAP_X, GAME_MAP_Y)
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{
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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($hit_buf);
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$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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$ui_text.setFont($font);
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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$map_text.setFont($font);
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$map_text.setPosition(GAME_MAP_POS,0);
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$map_text.setCharacterSize(MAP_FONT_SIZE);
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$map_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 = $game_map.place_entity(1);
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@ -77,20 +86,20 @@ void GUI::create_renderer() {
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
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if(tile == "#") {
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string tile = walls[y][x] == 1 ? WALL_TILE : format("{}", paths[y][x]);
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if(tile == WALL_TILE) {
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$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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} else {
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$canvas.DrawText(x*2, y*4, ".");
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$canvas.DrawText(x*2, y*4, FLOOR_TILE);
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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($enemy.location.x*2, $enemy.location.y*4, ENEMY_TILE);
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$canvas.DrawText($player.location.x*2, $player.location.y*4, PLAYER_TILE);
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$canvas.DrawText($goal.x*2, $goal.y*4, "$");
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return canvas($canvas);
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@ -105,7 +114,7 @@ void GUI::create_renderer() {
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) | xflex_grow
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),
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separator(),
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hbox($map_view->Render()),
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hbox(),
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});
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});
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}
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@ -158,39 +167,45 @@ void GUI::handle_events() {
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void GUI::burn() {
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for(int i = 0; i < 20; ++i) {
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$text.setFillColor(color(i % VALUES.size()));
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$map_text.setFillColor(color(i % VALUES.size()));
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int x = Random::rand_int(-10,10);
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int y = Random::rand_int(-10,10);
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$text.setPosition({(float)x,(float)y});
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$window.draw($text);
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$window.display();
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draw_screen(false, x, y);
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std::this_thread::sleep_for(2ms);
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}
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$text.setFillColor(color(Value::LIGHT_DARK));
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$map_text.setFillColor(color(Value::LIGHT_DARK));
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}
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inline void draw_screen(sf::RenderWindow &window, sf::Text &text, float x=0, float y=0) {
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text.setPosition({x,y});
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window.clear();
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window.draw(text);
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window.display();
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void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
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if(clear) $window.clear();
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$window.draw($ui_text);
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$map_text.setPosition(GAME_MAP_POS+map_off_x, map_off_y);
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$window.draw($map_text);
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$window.display();
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}
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void GUI::shake() {
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for(int i = 0; i < 10; ++i) {
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int x = Random::rand_int(-10,10);
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int y = Random::rand_int(-10,10);
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draw_screen($window, $text, (float)x, (float)y);
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// add x/y back to draw screen
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draw_screen(true, x, y);
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std::this_thread::sleep_for(1ms);
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}
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}
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void GUI::render_scene() {
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Render($map_screen, $map_view->Render());
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Render($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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std::wstring main_screen_utf8 = $converter.from_bytes($screenout);
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$ui_text.setString(main_screen_utf8);
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std::string $map_screenout = $map_screen.ToString();
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std::wstring map_screen_utf8 = $converter.from_bytes($map_screenout);
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$map_text.setString(map_screen_utf8);
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if($shake_it) {
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shake();
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@ -202,7 +217,7 @@ void GUI::render_scene() {
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$burn_baby_burn = false;
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}
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draw_screen($window, $text, 0, 0);
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draw_screen();
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}
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int GUI::main() {
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18
gui.hpp
18
gui.hpp
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@ -16,12 +16,19 @@
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using std::string;
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using ftxui::Canvas, ftxui::Component, ftxui::Screen;
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constexpr int GAME_MAP_X = 60;
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constexpr int GAME_MAP_Y = 30;
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constexpr int SCREEN_X = 106;
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constexpr int GAME_MAP_X = 30;
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constexpr int GAME_MAP_Y = 15;
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constexpr int GAME_MAP_POS = 600;
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constexpr int SCREEN_X = 40;
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constexpr int SCREEN_Y = 30;
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constexpr int VIDEO_X = 1600;
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constexpr int VIDEO_Y = 900;
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constexpr int MAP_FONT_SIZE=60;
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constexpr int UI_FONT_SIZE=30;
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#define WALL_TILE "█"
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#define FLOOR_TILE "·"
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#define PLAYER_TILE "☺"
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#define ENEMY_TILE "Ω"
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enum class Value {
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BLACK=0, DARK_DARK, DARK_MID,
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@ -42,12 +49,14 @@ class GUI {
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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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sf::Text $ui_text;
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sf::Text $map_text;
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bool $shake_it = false;
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bool $burn_baby_burn = false;
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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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Screen $map_screen;
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public:
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GUI();
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@ -59,6 +68,7 @@ public:
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void create_renderer();
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void render_scene();
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void handle_events();
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void draw_screen(bool clear=true, float map_off_x=0.0f, float map_off_y=0.0f);
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void shake();
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void burn();
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@ -4,4 +4,6 @@ TODO:
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* Dynamically determine the font vs. screensize to get an exact FTXUI screen size.
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* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
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* If the player is trapped in a room the enemy just travles through walls.
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* Add FLECS.
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* Render a different screen for the map to use a different font size.
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* Lua integration?
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