Moved the animated scene into its own system for better development.
This commit is contained in:
parent
49c9702041
commit
4f39f2a504
7 changed files with 209 additions and 159 deletions
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@ -6,7 +6,7 @@ namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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$world(world),
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$boss_id(boss_id),
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$ui(world, boss_id)
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$ui(world->get<components::AnimatedScene>($boss_id), boss_id)
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{
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$ui.init();
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}
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@ -8,6 +8,7 @@
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#include <any>
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namespace boss {
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using namespace DinkyECS;
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using std::shared_ptr;
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enum class State {
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136
boss/ui.cpp
136
boss/ui.cpp
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@ -1,99 +1,20 @@
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#include "boss/ui.hpp"
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#include "scene.hpp"
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#include "constants.hpp"
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#include "components.hpp"
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#include "animation.hpp"
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#include <chrono>
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#include <thread>
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#include "sound.hpp"
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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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using namespace guecs;
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UI::UI(shared_ptr<World> world, Entity boss_id) :
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$world(world),
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UI::UI(components::AnimatedScene& scene, Entity boss_id) :
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$boss_id(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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$arena(scene)
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{
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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, $actors.size() - 1);
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}
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// floor is std::optional
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if($scene.floor) {
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$floor_sprite = textures::get_sprite(*$scene.floor);
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}
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for(auto& fixture : $scene.fixtures) {
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std::string name = fixture["name"];
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auto st = textures::get_sprite(name);
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// clone the sprite so it can be positioned
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st.sprite = std::make_shared<sf::Sprite>(*st.texture);
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float scale_x = fixture["scale_x"];
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float scale_y = fixture["scale_y"];
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auto anim = animation::load(name);
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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anim.play();
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std::string cell = fixture["cell"];
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float x = fixture["x"];
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float y = fixture["y"];
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$fixtures.emplace_back(st, anim, cell, scale_x, scale_y, x, y);
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}
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}
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void UI::init() {
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$arena.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$arena.set<Background>($arena.MAIN, {$arena.$parser, THEME.TRANSPARENT});
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auto& background = $arena.get<Background>($arena.MAIN);
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background.set_sprite($scene.background, true);
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$arena.layout(
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"[status|boss1 |boss2 |boss3 |boss4 |_]"
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"[torch1|boss5 |boss6 |boss7 |boss8 |torch2]"
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"[floor1|boss9 |boss10|boss11|boss12|_]"
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"[floor2|boss13|boss14|boss15|boss16|_]"
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"[floor3|player1|player2|player3|player4|_]"
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"[floor4|player5|player6|player7|player8|_]"
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);
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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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}
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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 : $fixtures) {
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fixture.pos = position_sprite(fixture.st, fixture.cell,
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fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y);
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}
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$arena.init();
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$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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@ -115,38 +36,10 @@ namespace boss {
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$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
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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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auto& cell = $arena.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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sf::Vector2f pos{x + x_diff, y + y_diff};
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st.sprite->setPosition(pos);
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st.sprite->setScale({scale_x, scale_y});
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return pos;
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}
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void UI::render(sf::RenderWindow& window) {
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$actions.render(window);
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$combat_ui.render(window);
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if($floor_sprite.sprite) {
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window.draw(*$floor_sprite.sprite);
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}
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$arena.render(window);
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for(auto& fixture : $fixtures) {
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window.draw(*fixture.st.sprite);
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}
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for(auto& actor : $actors) {
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window.draw(*actor.st.sprite);
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}
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if(DEBUG) $arena.debug_layout(window);
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}
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bool UI::mouse(float x, float y, Modifiers mods) {
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@ -156,31 +49,18 @@ namespace boss {
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}
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void UI::status(const std::wstring& msg) {
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$arena.show_text("status", msg);
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$arena.$ui.show_text("status", msg);
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}
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void UI::move_actor(const std::string& actor, const std::string& cell_name) {
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auto& config = $actors.at($actor_name_ids.at(actor));
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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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$arena.move_actor(actor, cell_name);
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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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$arena.animate_actor(actor);
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}
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void UI::play_animations() {
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for(auto& fixture : $fixtures) {
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if(fixture.anim.playing) {
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animation::apply(fixture.anim, *fixture.st.sprite, fixture.pos);
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}
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}
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for(auto& actor : $actors) {
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if(actor.anim.playing) {
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animation::apply(actor.anim, *actor.st.sprite, actor.pos);
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}
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}
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$arena.play_animations();
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}
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}
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34
boss/ui.hpp
34
boss/ui.hpp
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@ -1,49 +1,23 @@
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#pragma once
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#include "dinkyecs.hpp"
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#include <memory>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <guecs/ui.hpp>
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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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components::Animation anim;
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std::string cell;
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float scale_x;
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float scale_y;
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float x;
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float y;
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bool at_mid=false;
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sf::Vector2f pos{0,0};
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};
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#include "scene.hpp"
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namespace boss {
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using std::shared_ptr;
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using namespace DinkyECS;
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using namespace textures;
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struct UI {
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shared_ptr<World> $world = nullptr;
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Entity $boss_id = NONE;
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components::AnimatedScene $scene;
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DinkyECS::Entity $boss_id = DinkyECS::NONE;
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gui::CombatUI $combat_ui;
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SpriteTexture $floor_sprite;
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guecs::UI $arena;
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scene::Engine $arena;
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guecs::UI $actions;
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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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UI(components::AnimatedScene &scene, DinkyECS::Entity boss_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, 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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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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@ -118,6 +118,7 @@ sources = [
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'rand.cpp',
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'raycaster.cpp',
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'rituals.cpp',
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'scene.cpp',
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'shaders.cpp',
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'shiterator.hpp',
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'sound.cpp',
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150
scene.cpp
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150
scene.cpp
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@ -0,0 +1,150 @@
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#include "scene.hpp"
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#include "animation.hpp"
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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 scene {
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using namespace guecs;
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Engine::Engine(components::AnimatedScene& scene) :
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$scene(scene)
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{
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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, $actors.size() - 1);
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}
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// floor is std::optional
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if($scene.floor) {
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$floor_sprite = textures::get_sprite(*$scene.floor);
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}
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for(auto& fixture : $scene.fixtures) {
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std::string name = fixture["name"];
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auto st = textures::get_sprite(name);
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// clone the sprite so it can be positioned
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st.sprite = std::make_shared<sf::Sprite>(*st.texture);
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float scale_x = fixture["scale_x"];
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float scale_y = fixture["scale_y"];
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auto anim = animation::load(name);
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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anim.play();
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std::string cell = fixture["cell"];
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float x = fixture["x"];
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float y = fixture["y"];
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$fixtures.emplace_back(st, anim, cell, scale_x, scale_y, x, y);
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}
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}
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void Engine::init() {
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$ui.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
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$ui.set<Background>($ui.MAIN, {$ui.$parser, THEME.TRANSPARENT});
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auto& background = $ui.get<Background>($ui.MAIN);
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background.set_sprite($scene.background, true);
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$ui.layout(
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"[status|boss1 |boss2 |boss3 |boss4 |_]"
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"[torch1|boss5 |boss6 |boss7 |boss8 |torch2]"
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"[floor1|boss9 |boss10|boss11|boss12|_]"
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"[floor2|boss13|boss14|boss15|boss16|_]"
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"[floor3|player1|player2|player3|player4|_]"
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"[floor4|player5|player6|player7|player8|_]"
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);
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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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}
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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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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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}
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}
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bool Engine::mouse(float x, float y, Modifiers mods) {
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return $ui.mouse(x, y, mods);
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}
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sf::Vector2f Engine::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 = $ui.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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sf::Vector2f pos{x + x_diff, y + y_diff};
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st.sprite->setPosition(pos);
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st.sprite->setScale({scale_x, scale_y});
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return pos;
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}
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void Engine::render(sf::RenderWindow& window) {
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if($floor_sprite.sprite) {
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window.draw(*$floor_sprite.sprite);
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}
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$ui.render(window);
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for(auto& fixture : $fixtures) {
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window.draw(*fixture.st.sprite);
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}
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for(auto& actor : $actors) {
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window.draw(*actor.st.sprite);
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}
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if(DEBUG) $ui.debug_layout(window);
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}
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void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
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auto& config = $actors.at($actor_name_ids.at(actor));
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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 Engine::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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void Engine::play_animations() {
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for(auto& fixture : $fixtures) {
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if(fixture.anim.playing) {
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animation::apply(fixture.anim, *fixture.st.sprite, fixture.pos);
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}
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}
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for(auto& actor : $actors) {
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if(actor.anim.playing) {
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animation::apply(actor.anim, *actor.st.sprite, actor.pos);
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}
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}
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}
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}
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44
scene.hpp
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44
scene.hpp
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#pragma once
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#include <memory>
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#include <unordered_map>
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#include "components.hpp"
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#include "textures.hpp"
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <guecs/ui.hpp>
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namespace scene {
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using std::shared_ptr;
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using namespace textures;
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struct Element {
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textures::SpriteTexture st;
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components::Animation anim;
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std::string cell;
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float scale_x;
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float scale_y;
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float x;
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float y;
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bool at_mid=false;
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sf::Vector2f pos{0,0};
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};
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struct Engine {
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guecs::UI $ui;
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SpriteTexture $floor_sprite;
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components::AnimatedScene& $scene;
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std::unordered_map<std::string, int> $actor_name_ids;
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std::vector<Element> $fixtures;
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std::vector<Element> $actors;
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Engine(components::AnimatedScene& scene);
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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, 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 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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||||
};
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue