Cleaned up the arena code more and closer to pulling it out for a scene system.
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parent
25f7096489
commit
49c9702041
4 changed files with 65 additions and 43 deletions
10
boss/ui.hpp
10
boss/ui.hpp
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@ -6,6 +6,7 @@
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#include "textures.hpp"
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#include "gui/combat_ui.hpp"
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#include "components.hpp"
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#include <unordered_map>
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struct AnimatedFixture {
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textures::SpriteTexture st;
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@ -29,15 +30,13 @@ namespace boss {
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Entity $boss_id = NONE;
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components::AnimatedScene $scene;
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gui::CombatUI $combat_ui;
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SpriteTexture $boss_sprite;
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SpriteTexture $player_sprite;
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SpriteTexture $floor_sprite;
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guecs::UI $arena;
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guecs::UI $actions;
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components::Animation $boss_anim;
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sf::Vector2f $boss_pos;
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std::unordered_map<std::string, int> $actor_name_ids;
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std::vector<AnimatedFixture> $fixtures;
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std::vector<AnimatedFixture> $actors;
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UI(shared_ptr<World> world, Entity boss_id);
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@ -46,7 +45,8 @@ namespace boss {
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bool mouse(float x, float y, guecs::Modifiers mods);
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sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
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void status(const std::wstring& msg);
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sf::Vector2f move_actor(SpriteTexture& st, const std::string& actor, const std::string& cell_name);
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void move_actor(const std::string& actor, const std::string& cell_name);
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void animate_actor(const std::string& actor);
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void play_animations();
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};
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}
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