Now have sounds and shaders working on the button for each of the different elements.
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parent
eb350698aa
commit
2fb1687997
7 changed files with 32 additions and 22 deletions
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@ -19,7 +19,10 @@
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"pickup": "assets/sounds/pickup.ogg",
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"ambient_1": "assets/sounds/ambient_1.ogg",
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"ui_click": "assets/sounds/ui_click.ogg",
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"ui_hover": "assets/sounds/ui_hover.ogg"
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"ui_hover": "assets/sounds/ui_hover.ogg",
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"punch_cartoony": "assets/sounds/punch_cartoony.ogg",
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"electric_shock_01": "assets/sounds/electric_shock_01.ogg",
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"fireball_01": "assets/sounds/fireball_01.ogg"
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},
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"sprites": {
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"gold_savior":
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BIN
assets/sounds/electric_shock_01.ogg
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BIN
assets/sounds/electric_shock_01.ogg
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Binary file not shown.
BIN
assets/sounds/fireball_01.ogg
Normal file
BIN
assets/sounds/fireball_01.ogg
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BIN
assets/sounds/punch_cartoony.ogg
Normal file
BIN
assets/sounds/punch_cartoony.ogg
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Binary file not shown.
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@ -15,31 +15,20 @@ namespace gui {
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"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
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}
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name) {
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DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
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const std::string &sound, const std::string &effect_name)
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{
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(void)label;
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auto button = $gui.entity(name);
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$gui.set<Sprite>(button, {icon_name});
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// $gui.set<Rectangle>(button, {});
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$gui.set<Sound>(button, {"ui_click"});
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// $gui.set<Label>(button, {label});
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$gui.set<Effect>(button, {.duration=0.1f});
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$gui.set<Sound>(button, {sound});
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$gui.set<Effect>(button, {.duration=1.0f, .name=effect_name});
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, event, {action}));
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}
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inline std::string temp_pick_icon_for_element(combat::RitualAction& ritual) {
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using enum combat::RitualElement;
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switch(ritual.element) {
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case FIRE:
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return "broken_yoyo-64";
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break;
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case LIGHTNING:
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return "stone_doll_cursed-64";
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break;
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default:
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return "severed_finger-64";
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}
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return button;
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}
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void CombatUI::init() {
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@ -51,8 +40,24 @@ namespace gui {
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std::string name = fmt::format("button_{}", slot);
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std::wstring label = fmt::format(L"Attack {}", slot+1);
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auto& ritual = the_belt.get(slot);
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make_button(name, label, Events::GUI::ATTACK, slot,
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temp_pick_icon_for_element(ritual));
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using enum combat::RitualElement;
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switch(ritual.element) {
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case FIRE:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "broken_yoyo-64", "fireball_01", "flame");
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break;
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case LIGHTNING:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "stone_doll_cursed-64", "electric_shock_01", "lightning");
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break;
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default:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "severed_finger-64", "punch_cartoony", "ui_shader");
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}
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}
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}
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@ -17,6 +17,8 @@ namespace gui {
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void render(sf::RenderWindow& window);
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void update_level(GameLevel &level);
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bool mouse(float x, float y, bool hover);
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void make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name);
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DinkyECS::Entity make_button(std::string name, std::wstring label,
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Events::GUI event, int action, const std::string &icon_name,
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const std::string &sound, const std::string &effect_name);
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};
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}
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@ -213,7 +213,7 @@ namespace guecs {
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if($world.has<Effect>(ent)) {
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auto& shader = $world.get<Effect>(ent);
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if(shader.$active) {
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if(shader.$active && !is_shape) {
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auto ptr = shader.checkout_ptr();
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ptr->setUniform("is_shape", is_shape);
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// NOTE: this is needed because SFML doesn't handle shared_ptr
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