Now have a fancy hand animation when you cast your rituals.

This commit is contained in:
Zed A. Shaw 2025-09-15 02:14:13 -04:00
parent ad3e580495
commit 7af264e147
9 changed files with 43 additions and 8 deletions

View file

@ -243,6 +243,7 @@ namespace gui {
run_systems();
break;
case ATTACK:
$main_ui.play_hands();
$main_ui.dirty();
sound::play("Sword_Hit_1");
state(State::ATTACKING);

View file

@ -11,7 +11,9 @@ namespace gui {
MainUI::MainUI(sf::RenderWindow& window) :
$window(window),
$rayview(std::make_shared<Raycaster>(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT))
$rayview(std::make_shared<Raycaster>(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)),
$hand(textures::get_sprite("hand")),
$hand_anim(animation::load("hand"))
{
$window.setVerticalSyncEnabled(VSYNC);
$window.setFramerateLimit(FRAME_LIMIT);
@ -39,6 +41,8 @@ namespace gui {
if($mind_reading) render_mind_reading();
$overlay_ui.render($window);
if($hand_anim.playing) render_hands();
}
lel::Cell MainUI::overlay_cell(const std::string& name) {
@ -133,4 +137,15 @@ namespace gui {
void MainUI::mouse(int x, int y, guecs::Modifiers mods) {
$overlay_ui.$gui.mouse(x, y, mods);
}
void MainUI::play_hands() {
$hand_anim.play();
}
void MainUI::render_hands() {
if(animation::apply($hand_anim, *$hand.sprite)) {
$hand.sprite->setPosition({RAY_VIEW_X, RAY_VIEW_Y});
$window.draw(*$hand.sprite);
}
}
}

View file

@ -6,6 +6,7 @@
#include "gui/overlay_ui.hpp"
#include "gui/debug_ui.hpp"
#include "raycaster.hpp"
#include "animation.hpp"
#include <optional>
namespace gui {
@ -19,6 +20,8 @@ namespace gui {
sf::RenderWindow& $window;
OverlayUI $overlay_ui;
std::shared_ptr<Raycaster> $rayview;
textures::SpriteTexture $hand;
components::Animation $hand_anim;
MainUI(sf::RenderWindow& window);
@ -41,5 +44,7 @@ namespace gui {
void dead_entity(DinkyECS::Entity entity);
void toggle_mind_reading();
void render_mind_reading();
void play_hands();
void render_hands();
};
}