drawing entities, and map memory

This commit is contained in:
Llywelwyn 2023-09-24 16:15:24 +01:00
parent d9489e7ddc
commit 643ecfcf3e
2 changed files with 105 additions and 5 deletions

View file

@ -46,8 +46,8 @@ pub fn get_screen_bounds(ecs: &World) -> ScreenBounds {
ScreenBounds { min_x, max_x, min_y, max_y, x_offset, y_offset }
}
pub fn in_bounds(x: i32, y: i32, upper_x: i32, upper_y: i32) -> bool {
x >= 0 && x < upper_x && y >= 0 && y < upper_y
pub fn in_bounds(x: i32, y: i32, min_x: i32, min_y: i32, upper_x: i32, upper_y: i32) -> bool {
x >= min_x && x < upper_x && y >= min_y && y < upper_y
}
pub fn render_camera(ecs: &World, ctx: &mut BTerm) {

View file

@ -149,17 +149,110 @@ fn setup(gfx: &mut Graphics) -> State {
const ASCII_MODE: bool = false; // Change this to config setting
const SHOW_BOUNDARIES: bool = false; // Config setting
use notan::draw::Draw;
enum DrawType {
None,
Visible,
VisibleAndRemember,
Telepathy,
}
struct DrawKey {
idx: usize,
render_order: i32,
}
struct DrawInfo {
e: Entity,
draw_type: DrawType,
}
fn draw_camera(ecs: &World, draw: &mut Draw, atlas: &HashMap<String, Texture>) {
let map = ecs.fetch::<Map>();
let bounds = crate::camera::get_screen_bounds(ecs);
render_map_in_view(&*map, ecs, draw, bounds);
{
let positions = ecs.read_storage::<Position>();
let renderables = ecs.read_storage::<Renderable>();
let hidden = ecs.read_storage::<Hidden>();
let props = ecs.read_storage::<Prop>();
let items = ecs.read_storage::<Item>();
let minds = ecs.read_storage::<Mind>();
let pools = ecs.read_storage::<Pools>();
let entities = ecs.entities();
let mut data = (&positions, &renderables, &entities, !&hidden).join().collect::<Vec<_>>();
let mut to_draw: HashMap<DrawKey, DrawInfo> = HashMap::new();
for (pos, render, e, _h) in data.iter() {
let idx = map.xy_idx(pos.x, pos.y);
let entity_offset_x = pos.x - bounds.x_offset;
let entity_offset_y = pos.y - bounds.y_offset;
if
crate::camera::in_bounds(
pos.x,
pos.y,
bounds.min_x,
bounds.min_y,
bounds.max_x,
bounds.max_y
)
{
let draw_type = if map.visible_tiles[idx] {
let is_prop = props.get(*e);
let is_item = items.get(*e);
if is_prop.is_some() || is_item.is_some() {
// If it's a static entity, we want to draw it, and
// also save it's location so that we remember where
// it was last seen after it leaves vision.
DrawType::VisibleAndRemember
} else {
// If it's anything else, just draw it.
DrawType::Visible
}
} else if map.telepath_tiles[idx] {
let has_mind = minds.get(*e);
if has_mind.is_some() {
// Mobs we see through telepathy - generally we just
// draw these, but it uses a unique enum variant so
// it can be treated differently if needed in future.
DrawType::Telepathy
}
} else {
// If we don't see it, and we don't sense it with
// telepathy, don't draw it at all.
DrawType::None
};
match draw_type {
DrawType::None => {}
_ =>
to_draw.insert(
DrawKey { idx, render_order: render.render_order },
DrawInfo { e, draw_type }
),
}
}
}
let mut entries: Vec<(&DrawKey, &DrawInfo)> = to_draw.iter().collect();
entries.sort_by_key(|&(k, _v)| *k.render_order);
for entry in entries.iter() {
match entry.1.draw_type {
DrawType::Visible | DrawType::Telepathy => {
if let Some(pool) = pools.get(entry.1.e) {
if pool.hit_points.current < pool.hit_points.max {
// Draw health bar
}
}
// Draw entity
}
DrawType::VisibleAndRemember => {
// Draw it, and remember it
}
_ => {}
}
}
}
}
use crate::camera::ScreenBounds;
fn render_map_in_view(map: &Map, ecs: &World, draw: &mut Draw, bounds: ScreenBounds) {
for tile_y in bounds.min_y..bounds.max_y {
for tile_x in bounds.min_x..bounds.max_x {
if crate::camera::in_bounds(tile_x, tile_y, map.width, map.height) {
if crate::camera::in_bounds(tile_x, tile_y, 0, 0, map.width, map.height) {
let idx = map.xy_idx(tile_x, tile_y);
if map.revealed_tiles[idx] {
if ASCII_MODE {
@ -193,8 +286,15 @@ fn render_map_in_view(map: &Map, ecs: &World, draw: &mut Draw, bounds: ScreenBou
fn draw(app: &mut App, gfx: &mut Graphics, gs: &mut State) {
let mut draw = gfx.create_draw();
draw.clear(Color::BLACK);
// Draw map
draw_camera(&gs.ecs, &mut draw, &gs.atlas);
match gs.ecs.fetch::<RunState>() {
| RunState::MainMenu { .. }
| RunState::CharacterCreation { .. }
| RunState::PreRun { .. } => {}
_ => {
draw_camera(&gs.ecs, &mut draw, &gs.atlas);
}
}
// Draw player (replace this with draw entities).
let map = gs.ecs.fetch::<Map>();
let ppos = gs.ecs.fetch::<Point>();