Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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14 changed files with 524 additions and 58 deletions
45
tools/arena.cpp
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45
tools/arena.cpp
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#include "arena_fsm.hpp"
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#include "textures.hpp"
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#include "sound.hpp"
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#include "ai.hpp"
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#include "animation.hpp"
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#include <iostream>
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int main(int argc, char* argv[]) {
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try {
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dbc::check(argc == 2, "USAGE: arena enemy_name");
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std::string enemy_name{argv[1]};
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textures::init();
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sound::init();
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ai::init("assets/ai.json");
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animation::init();
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sound::mute(false);
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sound::play("ambient_1", true);
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arena::FSM main(enemy_name);
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main.event(arena::Event::STARTED);
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while(main.active()) {
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main.render();
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// ZED: need to sort out how to deal with this in the FSM
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if(main.in_state(arena::State::IDLE)) {
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main.event(arena::Event::TICK);
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}
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main.keyboard_mouse();
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main.handle_world_events();
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}
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return 0;
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} catch(const std::system_error& e) {
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std::cout << "WARNING: On OSX you'll get this error on shutdown.\n";
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std::cout << "Caught system_error with code "
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"[" << e.code() << "] meaning "
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"[" << e.what() << "]\n";
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}
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}
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120
tools/arena_fsm.cpp
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120
tools/arena_fsm.cpp
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#include "gui_fsm.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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#include "events.hpp"
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#include "sound.hpp"
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#include <fmt/xchar.h>
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#include "arena_fsm.hpp"
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namespace arena {
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using namespace components;
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FSM::FSM(std::string enemy_name) :
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$enemy_name(enemy_name),
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Arena Battle Tester"),
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$font{FONT_FILE_NAME}
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{
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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run_systems();
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$level = $level_mgr.current();
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auto entity_id = $level_mgr.spawn_enemy($enemy_name);
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$arena_ui = make_shared<ArenaUI>($level.world, entity_id);
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$arena_ui->init();
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state(State::IDLE);
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}
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void FSM::END(Event ev) {
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dbc::log(fmt::format("END: received event after done: {}", int(ev)));
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}
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void FSM::IDLE(Event ev) {
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using enum Event;
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switch(ev) {
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case QUIT:
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$window.close();
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state(State::END);
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return; // done
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case CLOSE:
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dbc::log("Nothing to close.");
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break;
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case TICK:
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// do nothing
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break;
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case ATTACK:
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dbc::log("ATTACK!");
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::keyboard_mouse() {
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while(const auto ev = $window.pollEvent()) {
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if(ev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
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if(mouse->button == sf::Mouse::Button::Left) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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(void)pos;
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}
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}
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if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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case KEY::Space:
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event(Event::ATTACK);
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break;
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::draw_gui() {
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if($arena_ui != nullptr) {
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$arena_ui->render($window);
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}
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}
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void FSM::render() {
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$window.clear();
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draw_gui();
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$window.display();
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}
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void FSM::run_systems() {
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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void FSM::handle_world_events() {
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}
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}
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52
tools/arena_fsm.hpp
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52
tools/arena_fsm.hpp
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#pragma once
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#include "constants.hpp"
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "fsm.hpp"
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#include "main_ui.hpp"
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#include "combat_ui.hpp"
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#include "status_ui.hpp"
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#include "arena_ui.hpp"
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#include "map_view.hpp"
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#include "mini_map.hpp"
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namespace arena {
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enum class State {
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START,
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IDLE,
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END
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};
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enum class Event {
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STARTED=0,
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TICK=1,
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CLOSE = 7,
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ATTACK = 10,
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QUIT = 14
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};
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class FSM : public DeadSimpleFSM<State, Event> {
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public:
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std::string $enemy_name;
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sf::RenderWindow $window;
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sf::Font $font;
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LevelManager $level_mgr;
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GameLevel $level;
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shared_ptr<arena::ArenaUI> $arena_ui = nullptr;
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FSM(std::string enemy_name);
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void event(Event ev);
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void START(Event );
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void IDLE(Event ev);
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void END(Event ev);
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void try_move(int dir, bool strafe);
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void keyboard_mouse();
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void draw_gui();
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void render();
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bool active();
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void run_systems();
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void handle_world_events();
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};
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}
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133
tools/arena_ui.cpp
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133
tools/arena_ui.cpp
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#include "arena_ui.hpp"
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#include "easings.hpp"
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#include "sound.hpp"
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#include <fmt/xchar.h>
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namespace arena {
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using namespace guecs;
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ArenaUI::ArenaUI(shared_ptr<DinkyECS::World> world, DinkyECS::Entity entity_id)
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: $world(world),
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$entity_id(entity_id),
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$config(world->get_the<components::GameConfig>())
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{
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$status.position(0, 0, BOSS_VIEW_X, SCREEN_HEIGHT);
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$status.layout(
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"[main_status]"
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"[(150)status_3|(150)status_4]"
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"[(150)status_5|(150)status_6]"
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"[(150)status_7|(150)status_8]");
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$overlay.position(BOSS_VIEW_X, BOSS_VIEW_Y,
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BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
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$overlay.layout("[_|=*%(200)enemy|_|_]");
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$sounds = $world->get<components::Sound>($entity_id);
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$combat = $world->get<components::Combat>($entity_id);
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$sprite_config = $world->get<components::Sprite>($entity_id);
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}
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void ArenaUI::configure_sprite() {
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$animation = $world->get<components::Animation>($entity_id);
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$animation.frame_width = $sprite_config.width;
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auto enemy_id = $overlay.entity("enemy");
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auto& enemy_image = $overlay.get<Sprite>(enemy_id);
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sf::IntRect frame_rect{{0,0},{$sprite_config.width, $sprite_config.height}};
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enemy_image.sprite->setTextureRect(frame_rect);
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}
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void ArenaUI::configure_background() {
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if($world->has<components::BossFight>($entity_id)) {
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auto& boss = $world->get<components::BossFight>($entity_id);
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$entity_background = textures::get(boss.background);
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$entity_background.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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$status.world().set_the<Background>({$status.$parser});
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$entity_has_stage = true;
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if(boss.stage) {
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$entity_stage = textures::get(*boss.stage);
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} else {
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$entity_stage = textures::get("devils_fingers_background");
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}
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$entity_stage.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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} else {
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$entity_has_stage = false;
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$entity_background = textures::get("devils_fingers_background");
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$entity_background.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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$status.world().set_the<Background>({$status.$parser});
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}
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}
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void ArenaUI::configure_gui() {
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for(auto& [name, cell] : $status.cells()) {
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auto button = $status.entity(name);
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$status.set<Rectangle>(button, {});
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$status.set<Clickable>(button, {
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[this, name](auto, auto){
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dbc::log(fmt::format("STATUS: {}", name));
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}
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});
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if(name == "main_status") {
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$status.set<Textual>(button, {fmt::format(L"HP: {}", $combat.hp)});
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} else {
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$status.set<Label>(button, {L"Attack"});
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}
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}
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$status.init();
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for(auto& [name, cell] : $overlay.cells()) {
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auto region = $overlay.entity(name);
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$overlay.set<Clickable>(region, {
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[this, name](auto, auto){
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dbc::log(fmt::format("OVERLAY: {}", name));
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}
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});
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if(name == "enemy") {
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$overlay.set<Sprite>(region, {$sprite_config.name, 20});
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}
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}
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$overlay.init();
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configure_sprite();
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}
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void ArenaUI::init() {
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// background must come first
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configure_background();
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configure_gui();
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}
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void ArenaUI::render(sf::RenderWindow& window) {
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window.draw(*$entity_background.sprite);
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if($entity_has_stage) {
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window.draw(*$entity_stage.sprite);
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}
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$status.render(window);
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$overlay.render(window);
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}
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bool ArenaUI::mouse(float x, float y) {
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if($status.mouse(x, y)) {
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dbc::log("STATUS button pressed");
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}
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if($overlay.mouse(x, y)) {
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$animation.play();
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sound::play("Sword_Hit_1");
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$entity_hit = !$entity_hit;
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$combat.hp--;
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}
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return false;
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}
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}
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45
tools/arena_ui.hpp
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45
tools/arena_ui.hpp
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#pragma once
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include "guecs.hpp"
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#include "textures.hpp"
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#include "components.hpp"
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#include <SFML/System/Clock.hpp>
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// aspect ratio of art is 3/2 so 1.5
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// possible sizes: 900/600; 1620/1080; 1800/1200
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// To calculate it do short side * 1.5 so 1080 * 1.5 == 1620
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//
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// Side panel = 300/1080
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namespace arena {
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using std::string, std::shared_ptr;
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class ArenaUI {
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public:
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sf::Clock $clock;
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bool $entity_hit = false;
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sf::Vector2f $entity_pos;
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components::Combat $combat;
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components::Sprite $sprite_config;
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components::Sound $sounds;
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components::Animation $animation;
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guecs::UI $status;
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guecs::UI $overlay;
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textures::SpriteTexture $entity_background;
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bool $entity_has_stage = false;
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textures::SpriteTexture $entity_stage;
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std::shared_ptr<DinkyECS::World> $world = nullptr;
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DinkyECS::Entity $entity_id;
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components::GameConfig& $config;
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ArenaUI(shared_ptr<DinkyECS::World> world, DinkyECS::Entity entity_id);
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void init();
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y);
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void configure_sprite();
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void configure_background();
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void configure_gui();
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};
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}
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