Cleaned up the arena code more and closer to pulling it out for a scene system.
This commit is contained in:
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25f7096489
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49c9702041
4 changed files with 65 additions and 43 deletions
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@ -5,20 +5,22 @@
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"background": "test_background",
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"background": "test_background",
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"floor": false,
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"floor": false,
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"floor_pos": "floor1",
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"floor_pos": "floor1",
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"actors": {
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"actors": [
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"player": {
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{
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"sprite": "peasant_girl_rear_view",
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"name": "boss",
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"start_pos": "player2",
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"scale": 0.5,
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"mid_cell": false
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},
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"boss": {
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"sprite": "rat_king_boss",
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"sprite": "rat_king_boss",
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"start_pos": "boss5",
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"cell": "boss5",
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"scale": 0.6,
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"scale_x": 0.6,
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"mid_cell": true
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"scale_y": 0.6
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},
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{
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"name": "player",
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"sprite": "peasant_girl_rear_view",
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"cell": "player2",
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"scale_x": 0.5,
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"scale_y": 0.5
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}
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}
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},
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],
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"fixtures": [
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"fixtures": [
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{"name": "torch_fixture", "scale_x": 0.5, "scale_y": 0.5, "cell": "torch1", "x": 66, "y": -50},
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{"name": "torch_fixture", "scale_x": 0.5, "scale_y": 0.5, "cell": "torch1", "x": 66, "y": -50},
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{"name": "torch_fixture", "scale_x": -0.5, "scale_y": 0.5, "cell": "torch2", "x": 132, "y": -30}
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{"name": "torch_fixture", "scale_x": -0.5, "scale_y": 0.5, "cell": "torch2", "x": 132, "y": -30}
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@ -84,7 +84,7 @@ namespace boss {
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break;
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break;
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case ATTACK: {
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case ATTACK: {
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$ui.status(L"PLAYER TURN");
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$ui.status(L"PLAYER TURN");
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$ui.move_actor($ui.$player_sprite, "player", run % 10 < 5 ? "player1" : "player2");
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$ui.move_actor("player", run % 10 < 5 ? "player1" : "player2");
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int attack_id = std::any_cast<int>(data);
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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boss::System::combat(attack_id);
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state(State::PLAYER_TURN);
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state(State::PLAYER_TURN);
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@ -105,8 +105,8 @@ namespace boss {
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break;
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break;
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case ATTACK: {
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case ATTACK: {
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$ui.status(L"BOSS TURN");
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$ui.status(L"BOSS TURN");
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$ui.$boss_pos = $ui.move_actor($ui.$boss_sprite, "boss", run % 10 < 5 ? "boss5" : "boss6");
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$ui.move_actor("boss", run % 10 < 5 ? "boss5" : "boss6");
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$ui.$boss_anim.play();
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$ui.animate_actor("boss");
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int attack_id = std::any_cast<int>(data);
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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boss::System::combat(attack_id);
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state(State::BOSS_TURN);
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state(State::BOSS_TURN);
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66
boss/ui.cpp
66
boss/ui.cpp
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@ -7,6 +7,7 @@
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#include "sound.hpp"
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#include "sound.hpp"
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const bool DEBUG=false;
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const bool DEBUG=false;
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const bool YOU_REMOVED_MID_CELL_IDIOT=false;
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namespace boss {
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namespace boss {
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using namespace guecs;
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using namespace guecs;
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@ -17,19 +18,32 @@ namespace boss {
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$scene(world->get<components::AnimatedScene>($boss_id)),
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$scene(world->get<components::AnimatedScene>($boss_id)),
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$combat_ui(true)
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$combat_ui(true)
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{
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{
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std::string sprite_name = $scene.actors["boss"]["sprite"];
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$boss_sprite = textures::get_sprite(sprite_name);
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for(auto& config : $scene.actors) {
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std::string sprite_name = config["sprite"];
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auto st = textures::get_sprite(sprite_name);
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float scale_x = config["scale_x"];
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float scale_y = config["scale_y"];
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auto anim = animation::load(sprite_name);
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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auto& cell = config["cell"];
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std::string key = config["name"];
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dbc::check(!$actor_name_ids.contains(key),
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fmt::format("actors key {} already exists", key));
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$actors.emplace_back(st, anim, cell, scale_x, scale_y, 0, 0);
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$actor_name_ids.try_emplace(key, $actors.size() - 1);
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}
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// floor is std::optional
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// floor is std::optional
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if($scene.floor) {
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if($scene.floor) {
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$floor_sprite = textures::get_sprite(*$scene.floor);
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$floor_sprite = textures::get_sprite(*$scene.floor);
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}
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}
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$player_sprite = textures::get_sprite($scene.actors["player"]["sprite"]);
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dbc::check(animation::has(sprite_name), "add boss animation to animations.json");
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$boss_anim = animation::load(sprite_name);
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for(auto& fixture : $scene.fixtures) {
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for(auto& fixture : $scene.fixtures) {
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std::string name = fixture["name"];
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std::string name = fixture["name"];
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auto st = textures::get_sprite(name);
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auto st = textures::get_sprite(name);
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@ -66,17 +80,18 @@ namespace boss {
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"[floor4|player5|player6|player7|player8|_]"
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"[floor4|player5|player6|player7|player8|_]"
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);
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);
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$boss_pos = move_actor($boss_sprite, "boss", $scene.actors["boss"]["start_pos"]);
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move_actor($player_sprite, "player", $scene.actors["player"]["start_pos"]);
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if($scene.floor) {
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if($scene.floor) {
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position_sprite($floor_sprite, $scene.floor_pos, 1.0f, 1.0f, false);
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position_sprite($floor_sprite, $scene.floor_pos, 1.0f, 1.0f, false);
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}
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}
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for(auto& actor : $actors) {
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actor.pos = position_sprite(actor.st, actor.cell,
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actor.scale_x, actor.scale_y, false, actor.x, actor.y);
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}
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for(auto& fixture : $fixtures) {
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for(auto& fixture : $fixtures) {
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position_sprite(fixture.st, fixture.cell,
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fixture.pos = position_sprite(fixture.st, fixture.cell,
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fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y);
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fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y);
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fixture.pos = fixture.st.sprite->getPosition();
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}
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}
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$arena.init();
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$arena.init();
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@ -101,6 +116,7 @@ namespace boss {
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}
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}
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sf::Vector2f UI::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
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sf::Vector2f UI::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
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auto& cell = $arena.cell_for(cell_name);
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auto& cell = $arena.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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float y = float(at_mid ? cell.mid_y : cell.y);
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@ -126,8 +142,9 @@ namespace boss {
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window.draw(*fixture.st.sprite);
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window.draw(*fixture.st.sprite);
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}
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}
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window.draw(*$boss_sprite.sprite);
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for(auto& actor : $actors) {
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window.draw(*$player_sprite.sprite);
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window.draw(*actor.st.sprite);
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}
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if(DEBUG) $arena.debug_layout(window);
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if(DEBUG) $arena.debug_layout(window);
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}
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}
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@ -142,9 +159,15 @@ namespace boss {
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$arena.show_text("status", msg);
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$arena.show_text("status", msg);
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}
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}
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sf::Vector2f UI::move_actor(textures::SpriteTexture& st, const std::string& actor, const std::string& cell_name) {
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void UI::move_actor(const std::string& actor, const std::string& cell_name) {
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float scale = $scene.actors[actor]["scale"];
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auto& config = $actors.at($actor_name_ids.at(actor));
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return position_sprite(st, cell_name, scale, scale, $scene.actors[actor]["mid_cell"]);
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config.cell = cell_name;
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config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, YOU_REMOVED_MID_CELL_IDIOT);
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}
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void UI::animate_actor(const std::string& actor) {
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auto& config = $actors.at($actor_name_ids.at(actor));
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config.anim.play();
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}
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}
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void UI::play_animations() {
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void UI::play_animations() {
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@ -154,13 +177,10 @@ namespace boss {
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}
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}
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}
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}
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if($boss_anim.playing) {
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for(auto& actor : $actors) {
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if($boss_anim.current == 0) {
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if(actor.anim.playing) {
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auto scream = $world->get<components::Sound>($boss_id);
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animation::apply(actor.anim, *actor.st.sprite, actor.pos);
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sound::play(scream.attack);
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}
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}
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animation::apply($boss_anim, *$boss_sprite.sprite, $boss_pos);
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}
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}
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}
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}
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}
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}
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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 "textures.hpp"
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#include "gui/combat_ui.hpp"
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#include "gui/combat_ui.hpp"
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#include "components.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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struct AnimatedFixture {
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textures::SpriteTexture st;
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textures::SpriteTexture st;
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Entity $boss_id = NONE;
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Entity $boss_id = NONE;
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components::AnimatedScene $scene;
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components::AnimatedScene $scene;
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gui::CombatUI $combat_ui;
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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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SpriteTexture $floor_sprite;
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guecs::UI $arena;
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guecs::UI $arena;
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guecs::UI $actions;
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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> $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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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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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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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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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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void play_animations();
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};
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};
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}
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}
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