Boss fight now reuses the combat_ui.cpp to do the combat panel, so next is making it work with the mechanics I want but no art.

This commit is contained in:
Zed A. Shaw 2025-09-24 14:22:24 -04:00
parent 6ec43026b6
commit 8a828fbd31
11 changed files with 107 additions and 91 deletions

View file

@ -7,6 +7,7 @@ namespace boss {
UI::UI(shared_ptr<World> world, Entity boss_id) :
$world(world),
$boss_id(boss_id),
$combat_ui(true),
$boss_sprite(textures::get_sprite("test_boss")),
$player_sprite(textures::get_sprite("test_player")),
$floor_sprite(textures::get_sprite("test_floor"))
@ -30,33 +31,27 @@ namespace boss {
position_sprite($boss_sprite, "boss2", 0.7, true);
position_sprite($player_sprite, "player1", 0.5, true);
position_sprite($floor_sprite, "floor2", 1.0, false);
position_sprite($floor_sprite, "floor1", 1.0, false);
$arena.init();
$actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
$actions.layout(
"[action1|action2]"
"[action3|action4]"
"[action5|action6]"
"[*(200)dodge]"
"[*(200,400)combat|_]"
"[_|_]"
"[_|_]"
"[_|_]"
"[*(200,300)stats]"
"[_]"
"[_]");
for(auto& [name, cell] : $actions.cells()) {
auto id = $actions.entity(name);
$actions.set<Rectangle>(id, {});
$actions.set<Text>(id, {guecs::to_wstring(name)});
if(name != "stats") {
$actions.set<Clickable>(id, {
[name](auto){ fmt::println("clicked {}", name); }
});
}
}
auto stats = $actions.entity("stats");
$actions.set<Rectangle>(stats, {});
$actions.set<Text>(stats, {L"stats"});
$actions.init();
auto& cell = $actions.cell_for("combat");
$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
}
void UI::position_sprite(textures::SpriteTexture& st, const std::string& name, float scale, bool at_mid) {
@ -71,6 +66,7 @@ namespace boss {
void UI::render(sf::RenderWindow& window) {
$arena.render(window);
$actions.render(window);
$combat_ui.render(window);
window.draw(*$floor_sprite.sprite);
window.draw(*$boss_sprite.sprite);
window.draw(*$player_sprite.sprite);