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.
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11 changed files with 107 additions and 91 deletions
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@ -1,32 +1,27 @@
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#include "gui/combat_ui.hpp"
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#include "constants.hpp"
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#include "rituals.hpp"
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#include <fmt/xchar.h>
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#include "gui/guecstra.hpp"
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#include "inventory.hpp"
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#include "game_level.hpp"
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#include "gui/combat_ui.hpp"
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namespace gui {
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using guecs::THEME;
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using namespace guecs;
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CombatUI::CombatUI()
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CombatUI::CombatUI(bool boss_style) :
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$boss_style(boss_style)
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{
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$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
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$gui.layout(
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"[button_0 | button_1 | button_2 | button_3"
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"|button_4 | button_5 | button_6 | =healing_button | =hp_gauge ]"
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);
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}
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guecs::Entity CombatUI::make_button(
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std::string name,
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guecs::Entity button,
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Events::GUI event,
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int action,
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const std::string &icon_name,
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const std::string &sound,
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const std::string &effect_name)
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{
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auto button = $gui.entity(name);
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$gui.set<Sprite>(button, {icon_name});
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$gui.set<Sound>(button, {sound});
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$gui.set<Effect>(button, {.duration=0.5f, .name=effect_name});
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@ -36,49 +31,68 @@ namespace gui {
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return button;
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}
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void CombatUI::init() {
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void CombatUI::init(int x, int y, int w, int h) {
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$gui.position(x, y, w, h);
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if($boss_style) {
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$gui.layout(
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"[action0|action1]"
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"[action2|action3]"
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"[action4|action5]"
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"[action6|action7]");
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} else {
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$gui.layout(
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"[action0 | action1 | action2 | action3"
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"|action4 | action5 | action6 | action7 | =hp_gauge ]");
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}
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auto world = GameDB::current_world();
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using guecs::THEME;
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$gui.set<Background>($gui.MAIN, {$gui.$parser, THEME.DARK_MID});
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auto& the_belt = world->get_the<ritual::Belt>();
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for(int slot = 0; slot < the_belt.max_slots; slot++) {
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fmt::println("combat ui belt slot {}", slot);
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if(the_belt.has(slot)) {
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std::string name = fmt::format("button_{}", slot);
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auto button = $gui.entity("action", slot);
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fmt::println("combat ui has belt slot {} with id {}", slot, button);
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auto& ritual = the_belt.get(slot);
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using enum ritual::Element;
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switch(ritual.element) {
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case FIRE:
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make_button(name, Events::GUI::ATTACK,
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make_button(button, Events::GUI::ATTACK,
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slot, "broken_yoyo", "fireball_01", "flame");
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break;
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case LIGHTNING:
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make_button(name, Events::GUI::ATTACK,
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make_button(button, Events::GUI::ATTACK,
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slot, "pocket_watch", "electric_shock_01", "lightning");
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break;
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default:
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make_button(name, Events::GUI::ATTACK,
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make_button(button, Events::GUI::ATTACK,
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slot, "severed_finger", "punch_cartoony", "ui_shader");
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}
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}
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}
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auto hp_gauge = $gui.entity("hp_gauge");
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$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"});
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$gui.set<Clickable>(hp_gauge,
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guecs::make_action(hp_gauge, Events::GUI::HP_STATUS, {}));
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if(!$boss_style) {
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auto hp_gauge = $gui.entity("hp_gauge");
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$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed"});
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$gui.set<Clickable>(hp_gauge,
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guecs::make_action(hp_gauge, Events::GUI::HP_STATUS, {}));
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}
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$gui.init();
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}
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void CombatUI::render(sf::RenderWindow& window) {
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$gui.render(window);
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// $gui.debug_layout(window);
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}
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void CombatUI::update_level() {
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init();
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init(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
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}
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bool CombatUI::mouse(float x, float y, guecs::Modifiers mods) {
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