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
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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