And finally fix some of the API names to make more sense in their current location.

This commit is contained in:
Zed A. Shaw 2025-08-20 23:49:30 -04:00
parent a20d701096
commit 7ffa6025ce
11 changed files with 74 additions and 99 deletions

View file

@ -46,7 +46,7 @@ namespace gui {
void DebugUI::render(sf::RenderWindow& window) {
if(active) {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
auto player = level.world->get_the<components::Player>();
auto player_combat = level.world->get<components::Combat>(player.entity);
auto map = level.map;
@ -76,7 +76,7 @@ namespace gui {
active = !active;
if(active) {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
// it's on now, enable things
auto player = level.world->get_the<components::Player>();
auto& player_combat = level.world->get<components::Combat>(player.entity);

View file

@ -267,7 +267,7 @@ namespace gui {
}
void FSM::try_move(int dir, bool strafe) {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
using enum State;
// prevent moving into occupied space
Point move_to = $main_ui.plan_move(dir, strafe);

View file

@ -32,7 +32,7 @@ namespace gui {
}
DinkyECS::Entity MainUI::camera_aim() {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
// what happens if there's two things at that spot
if(level.collision->something_there($rayview->aiming_at)) {
return level.collision->get($rayview->aiming_at);
@ -98,7 +98,7 @@ namespace gui {
}
void MainUI::update_level() {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
auto& player_position = GameDB::player_position();
auto player = player_position.location;

View file

@ -112,7 +112,7 @@ namespace gui {
}
bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
auto& level = GameDB::current();
auto& level = GameDB::current_level();
auto& slot_name = $gui.name_for(gui_id);
auto& inventory = level.world->get<inventory::Model>(level.player);