Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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27 changed files with 41 additions and 28 deletions
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@ -11,29 +11,20 @@ namespace gui {
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{
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$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
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$gui.layout(
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"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
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"[ >.%(100,50)label_hp | *%.(198,50)bar_hp | _ ]");
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"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]");
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}
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void CombatUI::init() {
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auto& world = $gui.world();
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world.set_the<Background>({$gui.$parser});
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world.set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
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for(auto& [name, cell] : $gui.cells()) {
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if(name.starts_with("button_")) {
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auto button = $gui.entity(name);
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world.set<Rectangle>(button, {});
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world.set<Sprite>(button, {"leather_pouch-128"});
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world.set<Clickable>(button,
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guecs::make_action(*$level.world, Events::GUI::ATTACK));
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world.set<Label>(button, {"Attack"});
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} else if(name.starts_with("bar_")) {
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$meter = $gui.entity(name);
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world.set<Rectangle>($meter, {});
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world.set<Meter>($meter, {});
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} else {
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// ignored, it's just space
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$gui.entity(name);
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}
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}
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@ -46,9 +37,7 @@ namespace gui {
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$gui.render(window);
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}
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void CombatUI::set_damage(float percent) {
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auto& meter = $gui.world().get<Meter>($meter);
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meter.percent = percent;
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void CombatUI::set_damage(float) {
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}
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void CombatUI::update_level(GameLevel &level) {
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