Systems now control most of the game's operations and a lot of the rendering logic, this now brings in a camera so maps can be larger than the viewport.
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e42647d727
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5 changed files with 62 additions and 36 deletions
34
gui.cpp
34
gui.cpp
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@ -49,10 +49,10 @@ sf::Color GUI::color(Value val) {
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}
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}
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GUI::GUI() : $game_map(GAME_MAP_X, GAME_MAP_Y),
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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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$canvas(VIEW_PORT_X * 2, VIEW_PORT_Y * 4),
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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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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$map_screen(VIEW_PORT_X, VIEW_PORT_Y)
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{
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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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dbc::check(res, "failed to load hit.wav");
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@ -77,27 +77,7 @@ void GUI::create_renderer() {
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auto player = $world.get<Player>();
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auto player = $world.get<Player>();
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$map_view = Renderer([&, player] {
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$map_view = Renderer([&, player] {
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const auto& player_position = $world.component<Position>(player.entity);
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System::draw_map($world, $game_map, $canvas, VIEW_PORT_X, VIEW_PORT_Y);
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Matrix &walls = $game_map.walls();
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$game_map.set_target(player_position.location);
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$game_map.make_paths();
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Matrix &paths = $game_map.paths();
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? WALL_TILE : format("{}", paths[y][x]);
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if(tile == WALL_TILE) {
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$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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$canvas.DrawText(x*2, y*4, FLOOR_TILE);
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}
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}
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}
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System::draw_entities($world, $canvas);
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return canvas($canvas);
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return canvas($canvas);
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});
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});
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@ -118,13 +98,15 @@ void GUI::create_renderer() {
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void GUI::handle_events() {
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void GUI::handle_events() {
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sf::Event event;
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sf::Event event;
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auto player = $world.get<Player>();
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auto& player_motion = $world.component<Motion>(player.entity);
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while($window.pollEvent(event)) {
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while($window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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if(event.type == sf::Event::Closed) {
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$window.close();
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$window.close();
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} else if(event.type == sf::Event::KeyPressed) {
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} else if(event.type == sf::Event::KeyPressed) {
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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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auto& player_position = $world.component<Position>(player.entity);
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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player_motion.dx = -1;
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player_motion.dx = -1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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@ -135,6 +117,8 @@ void GUI::handle_events() {
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player_motion.dy = 1;
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player_motion.dy = 1;
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}
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}
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$game_map.set_target(player_position.location);
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$game_map.make_paths();
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// COMPOSE system? You create a bunch of callbacks and then combine them into
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// COMPOSE system? You create a bunch of callbacks and then combine them into
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// a single run over the data?
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// a single run over the data?
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System::enemy_pathing($world, $game_map, player);
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System::enemy_pathing($world, $game_map, player);
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10
gui.hpp
10
gui.hpp
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@ -16,8 +16,10 @@
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using std::string;
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using std::string;
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using ftxui::Canvas, ftxui::Component, ftxui::Screen;
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using ftxui::Canvas, ftxui::Component, ftxui::Screen;
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constexpr int GAME_MAP_X = 30;
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constexpr int GAME_MAP_X = 60;
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constexpr int GAME_MAP_Y = 15;
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constexpr int GAME_MAP_Y = 30;
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constexpr int VIEW_PORT_X = 30;
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constexpr int VIEW_PORT_Y = 15;
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constexpr int GAME_MAP_POS = 600;
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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_X = 40;
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constexpr int SCREEN_Y = 30;
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constexpr int SCREEN_Y = 30;
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@ -25,10 +27,6 @@ constexpr int VIDEO_X = 1600;
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constexpr int VIDEO_Y = 900;
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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 MAP_FONT_SIZE=60;
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constexpr int UI_FONT_SIZE=30;
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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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enum class Value {
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BLACK=0, DARK_DARK, DARK_MID,
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BLACK=0, DARK_DARK, DARK_MID,
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18
map.hpp
18
map.hpp
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@ -3,12 +3,18 @@
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#include <utility>
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#include <utility>
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#include <string>
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#include <string>
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#include <random>
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#include <random>
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#include <algorithm>
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#include <fmt/core.h>
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#define INV_WALL 0
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#define INV_WALL 0
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#define INV_SPACE 1
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#define INV_SPACE 1
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#define WALL_VALUE 1
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#define WALL_VALUE 1
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#define SPACE_VALUE 0
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#define SPACE_VALUE 0
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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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struct Point {
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struct Point {
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size_t x = 0;
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size_t x = 0;
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@ -81,4 +87,14 @@ public:
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void set_door(Room &room, int value);
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void set_door(Room &room, int value);
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void dump();
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void dump();
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Point place_entity(size_t room_index);
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Point place_entity(size_t room_index);
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Point map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point center_camera(const Point &around, size_t view_x, size_t view_y) {
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size_t start_x = std::clamp(int(around.x - view_x / 2), 0, int(width() - view_x));
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size_t start_y = std::clamp(int(around.y - view_y / 2), 0, int(height() - view_y));
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return {start_x, start_y};
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}
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};
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};
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33
systems.cpp
33
systems.cpp
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@ -1,4 +1,9 @@
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#include "systems.hpp"
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#include "systems.hpp"
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#include <fmt/core.h>
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#include <string>
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using std::string;
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using namespace fmt;
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void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) {
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void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player) {
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// move enemies system
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// move enemies system
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@ -38,9 +43,31 @@ void System::combat(DinkyECS::World &world, Player &player) {
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});
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});
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};
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};
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void System::draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
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void System::draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas) {
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world.system<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) {
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world.system<Position, Tile>([&](const auto &ent, auto &pos, auto &tile) {
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canvas.DrawText(pos.location.x*2, pos.location.y*4, tile.chr);
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if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
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&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
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Point loc = game_map.map_to_camera(pos.location, cam_orig);
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canvas.DrawText(loc.x*2, loc.y*4, tile.chr);
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}
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});
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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, ftxui::Canvas &canvas, size_t view_x, size_t view_y) {
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const auto& player = world.get<Player>();
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const auto& player_position = world.component<Position>(player.entity);
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Point start = game_map.center_camera(player_position.location, view_x, view_y);
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Matrix &walls = game_map.walls();
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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 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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canvas.DrawText(x * 2, y * 4, tile);
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}
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}
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System::draw_entities(world, game_map, canvas, start, view_x, view_y);
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}
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@ -7,6 +7,7 @@
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namespace System {
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namespace System {
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void motion(DinkyECS::World &world, Map &game_map);
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void motion(DinkyECS::World &world, Map &game_map);
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void combat(DinkyECS::World &world, Player &player);
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void combat(DinkyECS::World &world, Player &player);
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void draw_entities(DinkyECS::World &world, ftxui::Canvas &canvas);
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void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player);
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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, ftxui::Canvas &canvas, size_t view_x, size_t view_y);
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void draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
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}
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}
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