Basic UI positioning and layout prior to designing the UI and setting a place for the combat system.
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parent
90351ce0fe
commit
21e087ded5
2 changed files with 10 additions and 3 deletions
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@ -4,8 +4,8 @@
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constexpr const int TEXTURE_WIDTH=256;
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constexpr const int TEXTURE_HEIGHT=256;
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constexpr const int RAY_VIEW_WIDTH=960;
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constexpr const int RAY_VIEW_HEIGHT=720;
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constexpr const int RAY_VIEW_WIDTH=900;
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constexpr const int RAY_VIEW_HEIGHT=600;
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const int RAY_VIEW_X=(SCREEN_WIDTH - RAY_VIEW_WIDTH);
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constexpr const int RAY_VIEW_Y=0;
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9
gui.cpp
9
gui.cpp
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@ -212,6 +212,7 @@ namespace gui {
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}
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void FSM::draw_weapon() {
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return;
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auto weapon = $rayview.$textures.sword.sprite;
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weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2});
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weapon->setRotation(sf::degrees($rotation));
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@ -224,6 +225,11 @@ namespace gui {
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rect.setFillColor({50, 50, 50});
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$window.draw(rect);
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sf::RectangleShape lower({RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT});
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lower.setPosition({RAY_VIEW_X,RAY_VIEW_HEIGHT});
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lower.setFillColor({40, 40, 40});
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$window.draw(lower);
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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@ -249,6 +255,8 @@ namespace gui {
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}
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void FSM::render() {
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draw_gui();
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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_view.render();
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@ -263,7 +271,6 @@ namespace gui {
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draw_weapon();
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}
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draw_gui();
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$window.display();
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}
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