More cleanup then starting to sort out how to make systems extensible easily.
This commit is contained in:
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6a0c9e8d46
commit
cbff127b40
13 changed files with 106 additions and 769 deletions
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@ -1,420 +0,0 @@
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#include "game/autowalker.hpp"
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#include "ai/ai_debug.hpp"
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#include "game/level.hpp"
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#include "game/systems.hpp"
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struct InventoryStats {
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int healing = 0;
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int other = 0;
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};
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template<typename Comp>
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int number_left() {
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int count = 0;
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auto world = GameDB::current_world();
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auto player = GameDB::the_player();
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world->query<components::Position, Comp>(
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[&](const auto ent, auto&, auto&) {
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if(ent != player) {
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count++;
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}
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});
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return count;
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}
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template<typename Comp>
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Pathing compute_paths() {
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auto& level = GameDB::current_level();
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auto walls_copy = level.map->$walls;
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Pathing paths{matrix::width(walls_copy), matrix::height(walls_copy)};
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System::multi_path<Comp>(level, paths, walls_copy);
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return paths;
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}
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DinkyECS::Entity Autowalker::camera_aim() {
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auto& level = GameDB::current_level();
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auto player_pos = GameDB::player_position();
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// what happens if there's two things at that spot
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if(level.collision->something_there(player_pos.aiming_at)) {
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return level.collision->get(player_pos.aiming_at);
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} else {
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return DinkyECS::NONE;
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}
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}
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void Autowalker::log(std::wstring msg) {
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fsm.$map_ui.log(msg);
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}
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void Autowalker::status(std::wstring msg) {
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fsm.$main_ui.$overlay_ui.show_text("bottom", msg);
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}
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void Autowalker::close_status() {
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fsm.$main_ui.$overlay_ui.close_text("bottom");
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}
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Pathing Autowalker::path_to_enemies() {
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return compute_paths<components::Combat>();
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}
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Pathing Autowalker::path_to_items() {
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return compute_paths<components::Curative>();
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}
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void Autowalker::handle_window_events() {
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fsm.$window.handleEvents(
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[&](const sf::Event::KeyPressed &) {
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fsm.autowalking = false;
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close_status();
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log(L"Aborting autowalk.");
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},
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[&](const sf::Event::MouseButtonPressed &) {
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fsm.autowalking = false;
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close_status();
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log(L"Aborting autowalk.");
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}
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);
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}
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void Autowalker::process_combat() {
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while(fsm.in_state(gui::State::IN_COMBAT)
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|| fsm.in_state(gui::State::ATTACKING))
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{
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if(fsm.in_state(gui::State::ATTACKING)) {
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send_event(game::Event::TICK);
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} else {
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send_event(game::Event::ATTACK);
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}
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}
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}
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void Autowalker::path_fail(const std::string& msg, Matrix& bad_paths, Point pos) {
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dbc::log(msg);
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status(L"PATH FAIL");
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matrix::dump("MOVE FAIL PATHS", bad_paths, pos.x, pos.y);
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log(L"Autowalk failed to find a path.");
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send_event(game::Event::BOSS_START);
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}
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bool Autowalker::path_player(Pathing& paths, Point& target_out) {
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auto& level = GameDB::current_level();
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auto found = paths.find_path(target_out, PATHING_TOWARD, false);
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if(found == PathingResult::FAIL) {
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// failed to find a linear path, try diagonal
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if(paths.find_path(target_out, PATHING_TOWARD, true) == PathingResult::FAIL) {
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path_fail("random_walk", paths.$paths, target_out);
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return false;
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}
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}
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if(!level.map->can_move(target_out)) {
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path_fail("level_map->can_move", paths.$paths, target_out);
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return false;
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}
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return true;
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}
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void Autowalker::rotate_player(Point target) {
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auto &player = GameDB::player_position();
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if(target == player.location) {
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dbc::log("player stuck at a locatoin");
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fsm.autowalking = false;
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return;
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}
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auto dir = System::shortest_rotate(player.location, player.aiming_at, target);
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for(int i = 0; player.aiming_at != target; i++) {
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if(i > 10) {
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dbc::log("HIT OVER ROTATE BUG!");
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break;
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}
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send_event(dir);
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while(fsm.in_state(gui::State::ROTATING) ||
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fsm.in_state(gui::State::COMBAT_ROTATE))
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{
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send_event(game::Event::TICK);
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}
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}
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fsm.autowalking = player.aiming_at == target;
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}
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void Autowalker::update_state(ai::EntityAI& player_ai) {
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int enemy_count = number_left<components::Combat>();
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int item_count = number_left<components::InventoryItem>();
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player_ai.set_state("no_more_enemies", enemy_count == 0);
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player_ai.set_state("no_more_items", item_count == 0);
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player_ai.set_state("enemy_found", found_enemy());
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player_ai.set_state("health_good", player_health_good());
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player_ai.set_state("in_combat",
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fsm.in_state(gui::State::IN_COMBAT) ||
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fsm.in_state(gui::State::ATTACKING));
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auto inv = player_item_count();
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player_ai.set_state("have_item", inv.other > 0 || inv.healing > 0);
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player_ai.set_state("have_healing", inv.healing > 0);
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player_ai.update();
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}
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void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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ai::EntityAI player_ai("Host::actions", start, goal);
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update_state(player_ai);
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auto level = GameDB::current_level();
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if(player_ai.wants_to("find_enemy")) {
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status(L"FINDING ENEMY");
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auto paths = path_to_enemies();
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process_move(paths, [&](auto target) -> bool {
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return level.collision->occupied(target);
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});
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face_enemy();
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} else if(player_ai.wants_to("kill_enemy")) {
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status(L"KILLING ENEMY");
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if(fsm.in_state(gui::State::IN_COMBAT)) {
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if(face_enemy()) {
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process_combat();
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}
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}
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} else if(player_ai.wants_to("use_healing")) {
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status(L"USING HEALING");
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player_use_healing();
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} else if(player_ai.wants_to("collect_items") || player_ai.wants_to("find_healing")) {
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fmt::println(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
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status(player_ai.wants_to("collect_items") ? L"COLLECTING ITEMS" : L"FIND HEALING");
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player_ai.dump();
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auto paths = path_to_items();
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bool found_it = process_move(paths, [&](auto target) -> bool {
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if(!level.collision->something_there(target)) return false;
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auto entity = level.collision->get(target);
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return level.world->has<components::Curative>(entity);
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});
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if(found_it) pickup_item();
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fmt::println("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<");
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} else if(!player_ai.active()) {
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close_status();
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log(L"FINAL ACTION! Autowalk done.");
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fsm.autowalking = false;
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} else {
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close_status();
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dbc::log($F("Unknown action: {}", player_ai.to_string()));
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}
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}
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void Autowalker::open_map() {
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if(!map_opened_once) {
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if(!fsm.$map_open) {
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send_event(game::Event::MAP_OPEN);
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map_opened_once = true;
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}
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}
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}
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void Autowalker::close_map() {
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if(fsm.$map_open) {
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send_event(game::Event::MAP_OPEN);
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}
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}
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void Autowalker::autowalk() {
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handle_window_events();
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if(!fsm.autowalking) {
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close_status();
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return;
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}
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open_map();
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face_enemy();
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int move_attempts = 0;
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auto start = ai::load_state("Host::initial_state");
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auto goal = ai::load_state("Host::final_state");
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do {
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handle_window_events();
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handle_player_walk(start, goal);
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close_map();
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move_attempts++;
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} while(move_attempts < 100 && fsm.autowalking);
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}
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bool Autowalker::process_move(Pathing& paths, std::function<bool(Point)> is_that_it) {
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// target has to start at the player location then...
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auto target_out = GameDB::player_position().location;
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// ... target gets modified as an out parameter to find the path
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if(!path_player(paths, target_out)) {
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close_status();
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log(L"No paths found, aborting autowalk.");
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return false;
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}
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if(rayview->aiming_at != target_out) rotate_player(target_out);
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bool found_it = is_that_it(target_out);
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if(!found_it) {
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send_event(game::Event::MOVE_FORWARD);
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while(fsm.in_state(gui::State::MOVING)) send_event(game::Event::TICK);
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}
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return found_it;
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}
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bool Autowalker::found_enemy() {
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auto& level = GameDB::current_level();
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auto player = GameDB::player_position();
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for(matrix::compass it{level.map->$walls, player.location.x, player.location.y}; it.next();) {
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Point aim{it.x, it.y};
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auto aimed_ent = level.collision->occupied_by(player.aiming_at);
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if(aim != player.aiming_at || aimed_ent == DinkyECS::NONE) continue;
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if(level.world->has<components::Combat>(aimed_ent)) return true;
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}
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return false;
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}
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bool Autowalker::found_item() {
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auto world = GameDB::current_world();
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auto aimed_at = camera_aim();
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return aimed_at != DinkyECS::NONE && world->has<components::InventoryItem>(aimed_at);
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}
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void Autowalker::send_event(game::Event ev, std::any data) {
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fsm.event(ev, data);
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fsm.render();
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fsm.handle_world_events();
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}
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bool Autowalker::player_health_good() {
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auto world = GameDB::current_world();
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auto player = GameDB::the_player();
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auto combat = world->get<components::Combat>(player);
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float health = float(combat.hp) / float(combat.max_hp);
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return health > 0.5f;
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}
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InventoryStats Autowalker::player_item_count() {
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InventoryStats stats;
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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stats.other += 1;
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stats.healing += 1;
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}
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if(inventory.has("pocket_l")) {
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stats.other += 1;
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stats.healing += 1;
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}
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return stats;
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}
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void Autowalker::player_use_healing() {
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auto& level = GameDB::current_level();
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_r");
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send_event(game::Event::USE_ITEM, gui_id);
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}
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if(inventory.has("pocket_l")) {
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auto gui_id = fsm.$status_ui.$gui.entity("pocket_l");
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send_event(game::Event::USE_ITEM, gui_id);
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}
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}
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void Autowalker::start_autowalk() {
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fsm.autowalking = true;
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}
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void Autowalker::face_target(Point target) {
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if(rayview->aiming_at != target) rotate_player(target);
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}
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bool Autowalker::face_enemy() {
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auto& level = GameDB::current_level();
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auto player_at = GameDB::player_position();
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auto [found, neighbors] = level.collision->neighbors(player_at.location, true);
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if(found) {
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auto enemy_pos = level.world->get<components::Position>(neighbors[0]);
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face_target(enemy_pos.location);
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} else {
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dbc::log("No enemies nearby, moving on.");
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}
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return found;
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}
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void Autowalker::click_inventory(const std::string& name, guecs::Modifiers mods) {
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auto& cell = fsm.$status_ui.$gui.cell_for(name);
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fsm.$status_ui.mouse(cell.mid_x, cell.mid_y, mods);
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fsm.handle_world_events();
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}
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void Autowalker::pocket_potion(GameDB::Level &level) {
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auto& inventory = level.world->get<inventory::Model>(level.player);
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if(inventory.has("pocket_r") && inventory.has("pocket_l")) {
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player_use_healing();
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}
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send_event(game::Event::AIM_CLICK);
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if(inventory.has("pocket_r")) {
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click_inventory("pocket_l", {1 << guecs::ModBit::left});
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} else {
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click_inventory("pocket_r", {1 << guecs::ModBit::left});
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}
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}
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void Autowalker::pickup_item() {
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auto& level = GameDB::current_level();
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auto& player_pos = GameDB::player_position();
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auto collision = level.collision;
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if(collision->something_there(player_pos.aiming_at)) {
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auto entity = collision->get(player_pos.aiming_at);
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fmt::println("AIMING AT entity {} @ {},{}",
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entity, player_pos.aiming_at.x, player_pos.aiming_at.y);
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if(level.world->has<components::Curative>(entity)) {
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pocket_potion(level);
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status(L"A POTION");
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} else {
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send_event(game::Event::AIM_CLICK);
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status(L"I DON'T KNOW");
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}
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}
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}
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@ -1,51 +0,0 @@
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#pragma once
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#include "ai/ai.hpp"
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#include "gui/fsm.hpp"
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#include <guecs/ui.hpp>
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struct InventoryStats;
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struct Autowalker {
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int enemy_count = 0;
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int item_count = 0;
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int device_count = 0;
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bool map_opened_once = false;
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gui::FSM& fsm;
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std::shared_ptr<Raycaster> rayview;
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Autowalker(gui::FSM& fsm)
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: fsm(fsm), rayview(fsm.$main_ui.$rayview) {}
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void autowalk();
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void start_autowalk();
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void open_map();
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void close_map();
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bool found_enemy();
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bool found_item();
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void handle_window_events();
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void handle_player_walk(ai::State& start, ai::State& goal);
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void send_event(game::Event ev, std::any data={});
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void process_combat();
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bool process_move(Pathing& paths, std::function<bool(Point)> cb);
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bool path_player(Pathing& paths, Point &target_out);
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void path_fail(const std::string& msg, Matrix& bad_paths, Point pos);
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void rotate_player(Point target);
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void log(std::wstring msg);
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void status(std::wstring msg);
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void close_status();
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bool player_health_good();
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void player_use_healing();
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InventoryStats player_item_count();
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void update_state(ai::EntityAI& player_ai);
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DinkyECS::Entity camera_aim();
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Pathing path_to_enemies();
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Pathing path_to_items();
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void face_target(Point target);
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bool face_enemy();
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void pickup_item();
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void pocket_potion(GameDB::Level &level);
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void click_inventory(const std::string& name, guecs::Modifiers mods);
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};
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@ -366,10 +366,6 @@ void System::device(World &world, Entity actor, Entity item) {
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for(auto event : device.events) {
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if(event == "STAIRS_DOWN") {
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world.send<game::Event>(game::Event::STAIRS_DOWN, actor, device);
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} else if(event == "STAIRS_UP") {
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world.send<game::Event>(game::Event::STAIRS_UP, actor, device);
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} else if(event == "TRAP") {
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world.send<game::Event>(game::Event::TRAP, actor, device);
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} else if(event == "LOOT_CONTAINER") {
|
||||
world.send<game::Event>(game::Event::LOOT_CONTAINER, actor, device);
|
||||
} else {
|
||||
|
|
@ -388,25 +384,6 @@ void System::move_player(Position move_to) {
|
|||
level.collision->move(old_pos.location, move_to.location, level.player);
|
||||
}
|
||||
|
||||
|
||||
void System::player_status() {
|
||||
auto& level = GameDB::current_level();
|
||||
auto& combat = level.world->get<Combat>(level.player);
|
||||
float percent = float(combat.hp) / float(combat.max_hp);
|
||||
|
||||
if(percent > 0.8) {
|
||||
sound::play("hp_status_80");
|
||||
} else if(percent > 0.6) {
|
||||
sound::play("hp_status_60");
|
||||
} else if(percent > 0.3) {
|
||||
sound::play("hp_status_30");
|
||||
} else if(percent > 0.1) {
|
||||
sound::play("hp_status_10");
|
||||
} else {
|
||||
sound::play("hp_status_00");
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<sf::Shader> System::sprite_effect(Entity entity) {
|
||||
auto world = GameDB::current_world();
|
||||
if(auto se = world->get_if<SpriteEffect>(entity)) {
|
||||
|
|
@ -497,96 +474,6 @@ bool System::inventory_occupied(Entity container_id, const std::string& name) {
|
|||
return inventory.has(name);
|
||||
}
|
||||
|
||||
|
||||
void System::draw_map(Matrix& grid, EntityGrid& entity_map) {
|
||||
auto& level = GameDB::current_level();
|
||||
auto& world = *level.world;
|
||||
Map &map = *level.map;
|
||||
Matrix &fow = level.lights->$fow;
|
||||
size_t view_x = matrix::width(grid) - 1;
|
||||
size_t view_y = matrix::height(grid) - 1;
|
||||
|
||||
entity_map.clear();
|
||||
|
||||
auto player_pos = world.get<Position>(level.player).location;
|
||||
Point cam_orig = map.center_camera(player_pos, view_x, view_y);
|
||||
auto &tiles = map.tiles();
|
||||
auto &tile_set = textures::get_map_tile_set();
|
||||
|
||||
/* I'm doing double tid->wchar_t conversion here, maybe just
|
||||
* render the tids into the grid then let someone else do this. */
|
||||
|
||||
// first fill it with the map cells
|
||||
for(shiterator::each_cell_t it{grid}; it.next();) {
|
||||
size_t tile_y = size_t(it.y) + cam_orig.y;
|
||||
size_t tile_x = size_t(it.x) + cam_orig.x;
|
||||
|
||||
if(matrix::inbounds(tiles, tile_x, tile_y) && fow[tile_y][tile_x]) {
|
||||
size_t tid = tiles[tile_y][tile_x];
|
||||
grid[it.y][it.x] = tile_set[tid];
|
||||
} else {
|
||||
grid[it.y][it.x] = L' ';
|
||||
}
|
||||
}
|
||||
|
||||
// then get the enemy/item/device tiles and fill those in
|
||||
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
|
||||
// BUG: don't I have a within bounds macro somewhere?
|
||||
if(pos.location.x >= cam_orig.x
|
||||
&& pos.location.x <= cam_orig.x + view_x
|
||||
&& pos.location.y >= cam_orig.y
|
||||
&& pos.location.y <= cam_orig.y + view_y)
|
||||
{
|
||||
if(fow[pos.location.y][pos.location.x]) {
|
||||
Point view_pos = map.map_to_camera(pos.location, cam_orig);
|
||||
entity_map.insert_or_assign(view_pos, entity_glyph.display);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
|
||||
sf::Vector2i tile_sprite_dim{MAP_TILE_DIM,MAP_TILE_DIM};
|
||||
unsigned int width = matrix::width(tiles);
|
||||
unsigned int height = matrix::height(tiles);
|
||||
sf::Vector2u dim{width * tile_sprite_dim.x, height * tile_sprite_dim.y};
|
||||
auto render_size = render.getSize();
|
||||
|
||||
if(render_size.x != width || render_size.y != height) {
|
||||
bool worked = render.resize(dim);
|
||||
dbc::check(worked, "Failed to resize map render target.");
|
||||
}
|
||||
|
||||
render.clear({0,0,0,255});
|
||||
|
||||
for(matrix::each_row it{tiles}; it.next();) {
|
||||
wchar_t display = tiles[it.y][it.x];
|
||||
if(display == L' ') continue; // skip for now
|
||||
auto& sprite = textures::get_map_sprite(display);
|
||||
sprite.setPosition({float(it.x * tile_sprite_dim.x), float(it.y * tile_sprite_dim.y)});
|
||||
render.draw(sprite);
|
||||
}
|
||||
|
||||
for(auto [point, display] : entity_map) {
|
||||
auto& sprite = textures::get_map_sprite(display);
|
||||
|
||||
if(display == player_display) {
|
||||
sf::Vector2f center{float(tile_sprite_dim.x / 2), float(tile_sprite_dim.y / 2)};
|
||||
float degrees = (((compass_dir * 45) + PLAYER_SPRITE_DIR_CORRECTION) % 360);
|
||||
|
||||
sprite.setOrigin(center);
|
||||
sprite.setRotation(sf::degrees(degrees));
|
||||
sprite.setPosition({float(point.x * tile_sprite_dim.x) + center.x, float(point.y * tile_sprite_dim.y) + center.y});
|
||||
} else {
|
||||
sprite.setPosition({float(point.x * tile_sprite_dim.x), float(point.y * tile_sprite_dim.y)});
|
||||
}
|
||||
|
||||
render.draw(sprite);
|
||||
}
|
||||
|
||||
render.display();
|
||||
}
|
||||
|
||||
bool System::use_item(const string& slot_name) {
|
||||
auto& level = GameDB::current_level();
|
||||
auto& world = *level.world;
|
||||
|
|
|
|||
|
|
@ -28,7 +28,6 @@ namespace System {
|
|||
void combat(int attack_id);
|
||||
|
||||
std::shared_ptr<sf::Shader> sprite_effect(Entity entity);
|
||||
void player_status();
|
||||
void distribute_loot(Position target_pos);
|
||||
|
||||
void pickup();
|
||||
|
|
@ -40,9 +39,6 @@ namespace System {
|
|||
void inventory_swap(Entity container_id, const std::string& a_name, const std::string &b_name);
|
||||
bool inventory_occupied(Entity container_id, const std::string& name);
|
||||
|
||||
void draw_map(Matrix& grid, EntityGrid& entity_map);
|
||||
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
|
||||
|
||||
void set_position(DinkyECS::World& world, SpatialMap& collision, Entity entity, Position pos);
|
||||
bool use_item(const std::string& slot_name);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue