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master
| Author | SHA1 | Date | |
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73b49dd403 | ||
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ddfa3c1dc9 | ||
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3d056481b2 | ||
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206868efc5 | ||
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a11e4fa5a1 | ||
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f6b6293532 | ||
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abf3e3a719 | ||
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d7fa6069f8 |
@@ -3,7 +3,7 @@ tile_size_w = 48
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tile_size_h = 48
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[map]
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map_size_w = 20
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map_size_h = 20
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map_size_w = 80
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map_size_h = 50
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floor_char = '.'
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wall_char = '#'
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@@ -23,5 +23,6 @@ Necessary:
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init_function(map_w, map_h)
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Should initialize the function fresh with a given width and height.
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update(map)
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update()
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Called updates_per_second times per second. Should calculate new map state and draw on the map as needed. The map will have the previous state retained.
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Returns true if finished, else false
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84
scripts/algorithms/cellular_auotmata.lua
Normal file
84
scripts/algorithms/cellular_auotmata.lua
Normal file
@@ -0,0 +1,84 @@
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CellularAutomata = {
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map_w = 0,
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map_h = 0,
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iterations = 0,
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}
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function CellularAutomata.get_neighbors(map, x, y)
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local min_x = math.max(0, x-1)
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local min_y = math.max(0, y-1)
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local max_x = math.min(x+1, map:get_width()-1)
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local max_y = math.min(y+1, map:get_height()-1)
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local result = {}
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for mx = min_x, max_x do
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for my = min_y, max_y do
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table.insert(result, {x = mx, y = my})
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end
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end
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return result
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end
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function CellularAutomata:initialize(w, h)
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self.map_w = w
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self.map_h = h
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self.iterations = 3
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math.randomseed()
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for mx = 0, w-1 do
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for my = 0, h-1 do
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local is_wall = math.random(0, 1) == 1
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if is_wall then
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visualizer.map:draw_wall(mx, my)
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else
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visualizer.map:draw_floor(mx, my)
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end
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end
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end
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end
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function CellularAutomata:update()
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if self.iterations <= 0 then
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return true
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end
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local old_map = visualizer.map
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local new_map = old_map:clone()
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for mx = 0, self.map_w - 1 do
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for my = 0, self.map_h - 1 do
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local neighbors = self.get_neighbors(old_map, mx, my)
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local expected_neighbors = 9
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local walls = expected_neighbors - #neighbors
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local required_walls = 5
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--print(old_map:is_wall(mx, my))
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--print(new_map:is_wall(mx, my))
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for k,v in ipairs(neighbors) do
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if old_map:is_wall(v.x, v.y) then
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walls = walls + 1
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end
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end
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if walls >= required_walls then
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new_map:draw_wall(mx, my)
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else
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new_map:draw_floor(mx, my)
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end
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--print(old_map:is_wall(mx, my))
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--print(new_map:is_wall(mx, my))
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end
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end
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-- Now draw the new map onto the existing one
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for mx = 0, self.map_w - 1 do
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for my = 0, self.map_h - 1 do
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if new_map:is_wall(mx, my) then
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old_map:draw_wall(mx, my)
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else
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old_map:draw_floor(mx, my)
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end
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end
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end
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self.iterations = self.iterations - 1
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return false
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end
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visualizer.algorithm_manager:register_algorithm("Cellular Automata", function (w, h) CellularAutomata:initialize(w, h) end, function () return CellularAutomata:update() end, 1)
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36
scripts/algorithms/drunk_walk.lua
Normal file
36
scripts/algorithms/drunk_walk.lua
Normal file
@@ -0,0 +1,36 @@
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DrunkenWalk = {
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curr_x = 0,
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curr_y = 0,
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map_w = 0,
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map_h = 0,
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iterations = 0
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}
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function DrunkenWalk:initialize(w, h)
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math.randomseed()
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self.map_w = w
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self.map_h = h
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self.iterations = 200
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visualizer.map:fill(true)
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self.curr_x = math.random(0, w-1)
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self.curr_y = math.random(0, h-1);
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end
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function DrunkenWalk:update()
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new_x = self.curr_x + math.random(-1, 1)
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new_y = self.curr_y + math.random(-1, 1)
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while new_x >= self.map_w or new_x < 0 or new_y >= self.map_h or new_y < 0 do
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new_x = self.curr_x + math.random(-1, 1)
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new_y = self.curr_y + math.random(-1, 1)
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end
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self.curr_x = new_x
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self.curr_y = new_y
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visualizer.map:draw_floor(self.curr_x, self.curr_y)
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self.iterations = self.iterations - 1
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if self.iterations == 0 then
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return true
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end
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return false
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end
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visualizer.algorithm_manager:register_algorithm("Drunken Walk", function (w, h) DrunkenWalk:initialize(w, h) end, function () return DrunkenWalk:update() end, 60)
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@@ -62,6 +62,8 @@ public:
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virtual void draw_point(int x, int y, Color color) = 0;
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virtual void draw_text(std::optional<TextRenderDetails> details, std::string text,int x, int y)=0;
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virtual void draw_sprite(Sprite sprite, int x, int y)=0;
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virtual void draw_sprite(Sprite sprite, int x, int y, float scale)=0;
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virtual TextRenderDetails get_default_text_render_details()=0;
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virtual ~Renderer() = default;
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};
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@@ -20,7 +20,7 @@ void SdlRenderer::draw_text(std::optional<TextRenderDetails> details, std::strin
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TextRenderDetails unpacked_details = details.value_or(this->renderer_params.default_font);
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std::shared_ptr<TTF_Font> font = this->font_manager->fetch_resource(SdlFontArgs(unpacked_details.size, unpacked_details.font_path));
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std::shared_ptr<SDL_Texture> texture = this->texture_manager->load_text_as_texture(text, font, unpacked_details.color);
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render_texture(x, y, texture, nullptr);
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render_texture(x, y, texture, nullptr, nullptr);
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}
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SdlRenderer::~SdlRenderer() {
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@@ -34,7 +34,7 @@ SdlRenderer::~SdlRenderer() {
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SDL_Quit();
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}
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void SdlRenderer::render_texture(int x, int y, const std::shared_ptr<SDL_Texture>& texture, SDL_Rect *src) {
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void SdlRenderer::render_texture(int x, int y, const std::shared_ptr<SDL_Texture>& texture, SDL_Rect *src, SDL_Rect *dest) {
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int w, h;
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if(src == nullptr) {
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SDL_QueryTexture(texture.get(), nullptr, nullptr, &w, &h);
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@@ -43,11 +43,21 @@ void SdlRenderer::render_texture(int x, int y, const std::shared_ptr<SDL_Texture
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w = src->w;
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h = src->h;
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}
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SDL_Rect rect = {x,y,w,h};
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SDL_RenderCopy(this->renderer.get(), texture.get(), src, &rect);
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SDL_Rect destination_rect;
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if(dest == nullptr) {
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destination_rect = {x,y,w,h};
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}
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else {
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destination_rect = *dest;
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}
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SDL_RenderCopy(this->renderer.get(), texture.get(), src, &destination_rect);
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}
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void SdlRenderer::draw_sprite(Sprite sprite, int x, int y) {
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this->draw_sprite(sprite, x, y, 1);
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}
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void SdlRenderer::draw_sprite(Sprite sprite, int x, int y, float scale) {
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SpriteSheet *sprite_sheet = sprite.sprite_sheet;
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TextureManagerFetchArgs args = TextureManagerFetchArgs {sprite_sheet->path, sprite_sheet->color_key};
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std::shared_ptr<SDL_Texture> texture = this->texture_manager->fetch_resource(args);
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@@ -57,7 +67,8 @@ void SdlRenderer::draw_sprite(Sprite sprite, int x, int y) {
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int src_y = l*sprite_sheet->sprite_height;
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int src_x = (sprite_sheet->sprite_width * sprite.index) % w;
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auto source = SDL_Rect{src_x, src_y, sprite_sheet->sprite_width, sprite_sheet->sprite_height};
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render_texture(x, y, texture, &source);
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auto dest = SDL_Rect {x, y, (int)std::ceil(sprite_sheet->sprite_width * scale), (int)std::ceil(sprite_sheet->sprite_height * scale)};
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render_texture(x, y, texture, &source, &dest);
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}
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SdlRenderer::SdlRenderer(RendererParams renderer_params) : renderer_params(std::move(renderer_params)) {
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@@ -74,7 +85,7 @@ SdlRenderer::SdlRenderer(RendererParams renderer_params) : renderer_params(std::
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printf("Failed to initialize font loading: %s\n", TTF_GetError());
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exit(EXIT_FAILURE);
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}
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SDL_Window* sdl_window = SDL_CreateWindow(renderer_params.title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderer_params.width, renderer_params.height, SDL_WINDOW_SHOWN);
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SDL_Window* sdl_window = SDL_CreateWindow(this->renderer_params.title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->renderer_params.width, this->renderer_params.height, SDL_WINDOW_SHOWN);
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if(sdl_window == nullptr) {
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printf("error making window: %s\n", SDL_GetError());
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exit(EXIT_FAILURE);
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@@ -18,22 +18,22 @@ struct SDL_WindowDeleter {
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class SdlRenderer : public Renderer {
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public:
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~SdlRenderer() override;
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SdlRenderer(RendererParams renderer_params);
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explicit SdlRenderer(RendererParams renderer_params);
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void draw_text(std::optional<TextRenderDetails> details, std::string text, int x, int y) override;
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void flush() override;
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void draw_point(int x, int y, Color color) override;
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void draw_sprite(Sprite sprite, int x, int y) override;
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void draw_sprite(Sprite sprite, int x, int y, float scale) override;
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TextRenderDetails get_default_text_render_details() override {
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return this->renderer_params.default_font;
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}
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private:
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RendererParams renderer_params;
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std::unique_ptr<SDL_Window, SDL_WindowDeleter> window;
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std::shared_ptr<SDL_Renderer> renderer = nullptr;
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std::unique_ptr<SdlTextureManager> texture_manager = nullptr;
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std::unique_ptr<SdlFontManager> font_manager = nullptr;
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void render_texture(int x, int y, const std::shared_ptr<SDL_Texture>& texture, SDL_Rect *src);
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void render_texture(int x, int y, const std::shared_ptr<SDL_Texture>& texture, SDL_Rect *src, SDL_Rect *dest);
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};
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@@ -11,6 +11,6 @@ std::string LuaContextManager::get_key(std::string args) {
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// TODO: Switch the arg to a struct and use that to init libraries
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std::shared_ptr<sol::state> LuaContextManager::load_resource(std::string args) {
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auto lua = std::make_shared<sol::state>();
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lua->open_libraries(sol::lib::base, sol::lib::package);
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lua->open_libraries(sol::lib::base, sol::lib::package, sol::lib::math, sol::lib::table);
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return lua;
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}
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@@ -25,7 +25,9 @@ void Camera::set_bounds(int max_x, int max_y) {
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this->cached_bounds = calculate_bounds();
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}
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Rectangle Camera::calculate_bounds() {
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Rectangle Camera::calculate_bounds() const {
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auto tiles_rendered_x = this->get_tiles_rendered_x();
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auto tiles_rendered_y = this->get_tiles_rendered_y();
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int minx = std::clamp(center.x-(tiles_rendered_x/2), 0, std::max(0,max_x - tiles_rendered_x));
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int miny = std::clamp(center.y-(tiles_rendered_y/2), 0, std::max(0,max_y - tiles_rendered_y));
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int width = std::min(tiles_rendered_x, max_x-minx);
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@@ -50,3 +52,20 @@ ranges::any_view<Point> Camera::get_range() {
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});
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}) | ranges::views::join;
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}
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float Camera::get_scale() const {
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return scale;
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}
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void Camera::set_scale(float scale) {
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this->scale = scale;
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this->cached_bounds = calculate_bounds();
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}
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int Camera::get_tiles_rendered_x() const {
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return (int)std::ceil(tiles_rendered_x / this->scale);
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}
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int Camera::get_tiles_rendered_y() const {
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return (int)std::ceil(tiles_rendered_y / this->scale);
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}
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@@ -20,7 +20,15 @@ private:
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int max_x=0;
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int max_y=0;
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Rectangle cached_bounds=Rectangle();
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Rectangle calculate_bounds();
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Rectangle calculate_bounds() const;
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float scale = 1;
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[[nodiscard]] int get_tiles_rendered_x() const;
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[[nodiscard]] int get_tiles_rendered_y() const;
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public:
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[[nodiscard]] float get_scale() const;
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|
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void set_scale(float scale);
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public:
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Rectangle get_bounds();
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void move_camera(Point new_center);
|
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|
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@@ -3,8 +3,10 @@
|
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//
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|
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#include "algorithmmanager.hpp"
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#include "../engine/modules/logger.hpp"
|
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|
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#include <utility>
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#include <fmt/format.h>
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|
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void AlgorithmManager::register_algorithm(std::string name, sol::function initialize, sol::function update,
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unsigned int updates_per_second) {
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@@ -19,6 +21,42 @@ void AlgorithmManager::register_algorithm(std::string name, sol::function initia
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|
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}
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|
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ranges::any_view<DungeonAlgorithm> AlgorithmManager::get_algorithms() {
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return algorithms;
|
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ranges::any_view<DungeonAlgorithm*, ranges::category::random_access | ranges::category::sized> AlgorithmManager::get_algorithms() {
|
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auto view = algorithms | ranges::view::transform([](auto& algo) {
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return &algo;
|
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});
|
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return view;
|
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}
|
||||
|
||||
void AlgorithmManager::load_algorithm(DungeonAlgorithm *algorithm, int w, int h) {
|
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algorithm_done = false;
|
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ticks = 0;
|
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loaded_algorithm = algorithm;
|
||||
auto init_result = loaded_algorithm->initialize(w, h);
|
||||
if(!init_result.valid()) {
|
||||
sol::error err = init_result;
|
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Logger::log(LogLevel::ERROR, fmt::format("error while initializing lua: {}", err.what()));
|
||||
}
|
||||
}
|
||||
|
||||
void AlgorithmManager::tick_algorithm() {
|
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if(this->loaded_algorithm == nullptr || algorithm_done) {
|
||||
return;
|
||||
}
|
||||
if(ticks >= this->loaded_algorithm->frames_per_update) {
|
||||
ticks = 0;
|
||||
auto update_result = this->loaded_algorithm->update();
|
||||
if(update_result.valid()) {
|
||||
algorithm_done = update_result;
|
||||
if(algorithm_done) {
|
||||
Logger::log(LogLevel::DEBUG, "Finished running algorithm");
|
||||
}
|
||||
}
|
||||
else {
|
||||
algorithm_done = true;
|
||||
sol::error err = update_result;
|
||||
Logger::log(LogLevel::ERROR, fmt::format("An error occurred while running update: {}", err.what()));
|
||||
}
|
||||
}
|
||||
ticks++;
|
||||
}
|
||||
|
||||
@@ -8,8 +8,8 @@
|
||||
#include <range/v3/view.hpp>
|
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struct DungeonAlgorithm {
|
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unsigned int frames_per_update=1;
|
||||
sol::function update;
|
||||
sol::function initialize;
|
||||
sol::protected_function update;
|
||||
sol::protected_function initialize;
|
||||
std::string name;
|
||||
};
|
||||
|
||||
@@ -17,17 +17,18 @@ class AlgorithmManager {
|
||||
private:
|
||||
std::vector<DungeonAlgorithm> algorithms;
|
||||
unsigned int target_fps=1;
|
||||
unsigned int ticks=0;
|
||||
DungeonAlgorithm* loaded_algorithm = nullptr;
|
||||
bool algorithm_done = false;
|
||||
public:
|
||||
void register_algorithm(std::string name, sol::function initialize, sol::function update, unsigned int updates_per_second);
|
||||
|
||||
void setTargetFps(unsigned int targetFps) {
|
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target_fps = targetFps;
|
||||
ranges::any_view<DungeonAlgorithm*, ranges::category::random_access | ranges::category::sized> get_algorithms();
|
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void load_algorithm(DungeonAlgorithm* algorithm, int w, int h);
|
||||
void tick_algorithm();
|
||||
DungeonAlgorithm* get_currently_running_algorithm() {
|
||||
return algorithm_done ? nullptr : loaded_algorithm;
|
||||
}
|
||||
|
||||
ranges::any_view<DungeonAlgorithm> get_algorithms();
|
||||
|
||||
explicit AlgorithmManager(unsigned int targetFps) : target_fps(targetFps) {}
|
||||
|
||||
AlgorithmManager() = default;
|
||||
};
|
||||
|
||||
|
||||
@@ -4,12 +4,16 @@
|
||||
|
||||
#include "tilemap.hpp"
|
||||
#include "../engine/utility/point.hpp"
|
||||
#include "../engine/modules/logger.hpp"
|
||||
#include <fmt/format.h>
|
||||
|
||||
void TileMap::draw_floor(int x, int y) {
|
||||
Logger::log(LogLevel::DEBUG, fmt::format("Drawing floor at x: {} y: {}", x, y));
|
||||
grid.insert(x, y, floor_tile);
|
||||
}
|
||||
|
||||
void TileMap::draw_wall(int x, int y) {
|
||||
Logger::log(LogLevel::DEBUG, fmt::format("Drawing wall at x: {} y: {}", x, y));
|
||||
grid.insert(x, y, wall_tile);
|
||||
}
|
||||
|
||||
@@ -18,6 +22,7 @@ char TileMap::get_tile(int x, int y) {
|
||||
}
|
||||
|
||||
void TileMap::fill(bool wall) {
|
||||
Logger::log(LogLevel::DEBUG, fmt::format("Running fill with wall: {}", wall));
|
||||
for(Point p : grid.get_range()) {
|
||||
if(wall) {
|
||||
draw_wall(p.x, p.y);
|
||||
@@ -26,7 +31,6 @@ void TileMap::fill(bool wall) {
|
||||
draw_floor(p.x, p.y);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool TileMap::is_wall(int x, int y) {
|
||||
@@ -40,3 +44,7 @@ int TileMap::get_width() {
|
||||
int TileMap::get_height() {
|
||||
return grid.get_height();
|
||||
}
|
||||
|
||||
TileMap TileMap::clone() {
|
||||
return {this->get_width(), this->get_height(), this->wall_tile, this->floor_tile};
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ public:
|
||||
bool is_wall(int x, int y);
|
||||
int get_width();
|
||||
int get_height();
|
||||
TileMap clone();
|
||||
|
||||
TileMap(int width, int height, char wall_tile, char floor_tile) {
|
||||
this->grid = Grid2D<char>(width, height);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
// Created by m on 12/3/21.
|
||||
//
|
||||
|
||||
#include <filesystem>
|
||||
#include "visualizer.hpp"
|
||||
#include "tilemap.hpp"
|
||||
|
||||
@@ -9,13 +10,24 @@ bool Visualizer::update(InputResult input) {
|
||||
if(input.keycode == KEY_ESCAPE) {
|
||||
return true;
|
||||
}
|
||||
this->algorithm_manager.tick_algorithm();
|
||||
switch(input.keycode) {
|
||||
case KEY_RIGHT: x += 1; break;
|
||||
case KEY_LEFT: x -= 1; break;
|
||||
case KEY_UP: y -= 1; break;
|
||||
case KEY_DOWN: y += 1; break;
|
||||
case KEY_KP_PLUS:
|
||||
this->camera.set_scale(this->camera.get_scale() * 2); break;
|
||||
case KEY_KP_MINUS:
|
||||
this->camera.set_scale(this->camera.get_scale() / 2); break;
|
||||
default: break;
|
||||
}
|
||||
if(input.keycode >= InputProcessorKeycode::KEY_1 && input.keycode <= InputProcessorKeycode::KEY_9) {
|
||||
if(this->keycode_to_algorithm.contains(input.keycode)) {
|
||||
auto algorithm = this->keycode_to_algorithm[input.keycode];
|
||||
this->algorithm_manager.load_algorithm(algorithm, this->map_size_w, this->map_size_h);
|
||||
}
|
||||
}
|
||||
|
||||
this->x = std::clamp(this->x, 0, (int)this->tile_map.get_width()-1);
|
||||
this->y = std::clamp(this->y, 0, (int)this->tile_map.get_height()-1);
|
||||
@@ -28,6 +40,9 @@ bool Visualizer::update(InputResult input) {
|
||||
void Visualizer::render(Renderer *renderer) {
|
||||
SpriteSheet tiles = SpriteSheet{"sprites/map1.bmp", tile_width, tile_height};
|
||||
SpriteSheet characters = SpriteSheet{"sprites/character.bmp", tile_width, tile_height, COLOR_BLACK};
|
||||
float scale = this->camera.get_scale();
|
||||
int scaled_tile_width = (int)std::ceil(tile_width * scale);
|
||||
int scaled_tile_height = (int)std::ceil(tile_height * scale);
|
||||
auto grass = Sprite{&tiles, 0};
|
||||
auto wall = Sprite{&tiles, 497};
|
||||
auto character = Sprite{&characters, this->sprite_index};
|
||||
@@ -35,15 +50,27 @@ void Visualizer::render(Renderer *renderer) {
|
||||
auto wp = camera.camera_coords_to_screen_coords(p);
|
||||
int wx = wp.x, wy = wp.y;
|
||||
if(this->tile_map.get_tile(p.x, p.y) == floor_char) {
|
||||
renderer->draw_sprite(grass, wx*tile_width, wy*tile_height);
|
||||
renderer->draw_sprite(grass, wx*scaled_tile_width, wy*scaled_tile_height, scale);
|
||||
}
|
||||
else {
|
||||
renderer->draw_sprite(wall, wx*tile_width, wy*tile_height);
|
||||
renderer->draw_sprite(wall, wx*scaled_tile_width, wy*scaled_tile_height, scale);
|
||||
}
|
||||
if(p.x == x && p.y == y) {
|
||||
renderer->draw_sprite(character, wx*tile_width, wy*tile_height);
|
||||
renderer->draw_sprite(character, wx*scaled_tile_width, wy*scaled_tile_height, scale);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw keycode to algo mappings
|
||||
auto default_font_details = renderer->get_default_text_render_details();
|
||||
auto running_algorithm = this->algorithm_manager.get_currently_running_algorithm();
|
||||
for(auto pairing : this->keycode_to_algorithm) {
|
||||
auto index = pairing.first-InputProcessorKeycode::KEY_1;
|
||||
auto draw_params = default_font_details;
|
||||
if(pairing.second == running_algorithm) {
|
||||
draw_params.color = COLOR_RED;
|
||||
}
|
||||
renderer->draw_text(draw_params, fmt::format("{}: {}", index+1, pairing.second->name), 0, this->window_height-((index+1)*default_font_details.size));
|
||||
}
|
||||
}
|
||||
|
||||
void Visualizer::initialize(GameInitArgs args) {
|
||||
@@ -63,6 +90,7 @@ void Visualizer::initialize(GameInitArgs args) {
|
||||
this->camera = Camera(Point{x,y}, tilesx, tilesy, tile_map.get_width(), tile_map.get_height());
|
||||
this->algorithm_manager = AlgorithmManager(args.target_fps);
|
||||
this->initialize_context();
|
||||
this->load_algorithms();
|
||||
Logger::log(LogLevel::DEBUG, "Game initialization finished");
|
||||
}
|
||||
|
||||
@@ -83,9 +111,40 @@ void Visualizer::initialize_context() {
|
||||
tilemap_lua["draw_wall"] = &TileMap::draw_wall;
|
||||
tilemap_lua["fill"] = &TileMap::fill;
|
||||
tilemap_lua["is_wall"] = &TileMap::is_wall;
|
||||
tilemap_lua["clone"] = &TileMap::clone;
|
||||
tilemap_lua["get_width"] = &TileMap::get_width;
|
||||
tilemap_lua["get_height"] = &TileMap::get_height;
|
||||
|
||||
auto algo_manager_lua = lua->new_usertype<AlgorithmManager>("AlgorithmManager", sol::no_constructor);
|
||||
algo_manager_lua["register_algorithm"] = &AlgorithmManager::register_algorithm;
|
||||
|
||||
auto game_state_lua = lua->new_usertype<Visualizer>("Visualizer", sol::no_constructor);
|
||||
game_state_lua.set("algorithm_manager", sol::readonly(&Visualizer::algorithm_manager));
|
||||
game_state_lua.set("map", &Visualizer::tile_map);
|
||||
|
||||
lua->set("visualizer", this);
|
||||
}
|
||||
|
||||
void Visualizer::load_algorithms() {
|
||||
auto lua = lua_context_manager.get_default_context();
|
||||
const std::string algorithms_directory = "scripts/algorithms";
|
||||
|
||||
for(const auto& file : std::filesystem::directory_iterator(algorithms_directory)) {
|
||||
lua->script_file(file.path());
|
||||
}
|
||||
Logger::log(LogLevel::DEBUG, "finished loading lua files");
|
||||
auto algorithms = this->algorithm_manager.get_algorithms();
|
||||
auto algorithm_count = algorithms.size();
|
||||
Logger::log(LogLevel::DEBUG, fmt::format("algorithms: {}", algorithm_count));
|
||||
|
||||
for(int code = InputProcessorKeycode::KEY_1;code < InputProcessorKeycode::KEY_9;code++) {
|
||||
auto index = code-InputProcessorKeycode::KEY_1;
|
||||
if(algorithms.size() <= index) {
|
||||
break;
|
||||
}
|
||||
auto algo = algorithms[index];
|
||||
this->keycode_to_algorithm[(InputProcessorKeycode)code] = algo;
|
||||
}
|
||||
}
|
||||
|
||||
Visualizer::~Visualizer() = default;
|
||||
|
||||
@@ -38,8 +38,9 @@ private:
|
||||
int window_height = 0;
|
||||
TileMap tile_map = TileMap(0, 0, DEFAULT_WALL_CHAR[0], DEFAULT_FLOOR_CHAR[0]);
|
||||
Camera camera = Camera();
|
||||
LuaContextManager lua_context_manager = LuaContextManager();
|
||||
LuaContextManager lua_context_manager;
|
||||
AlgorithmManager algorithm_manager;
|
||||
std::unordered_map<InputProcessorKeycode, DungeonAlgorithm*> keycode_to_algorithm;
|
||||
|
||||
int x = 0;
|
||||
int y=0;
|
||||
@@ -54,6 +55,7 @@ private:
|
||||
|
||||
void initialize_map(int width, int height);
|
||||
void initialize_context();
|
||||
void load_algorithms();
|
||||
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user