Basic arena working that lets me work on the boss fight system quicker.
This commit is contained in:
parent
7f10c5b3d7
commit
a578c49a77
11 changed files with 110 additions and 217 deletions
7
Makefile
7
Makefile
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@ -37,7 +37,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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test:
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./builddir/runtests -d yes
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./builddir/runtests -d yes "[coro]"
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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@ -60,7 +60,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e "[coro]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -70,3 +70,6 @@ coverage_report:
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money:
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scc --exclude-dir subprojects
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arena:
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./builddir/arena
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@ -36,11 +36,14 @@ namespace components {
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if(playing && current < frames) {
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float tick = twitching();
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scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
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scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
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if(stationary) {
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scale_out.x = std::lerp(scale, max_scale, tick);
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scale_out.y = std::lerp(scale, max_scale, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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} else {
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scale_out.x = std::lerp(scale_out.x * scale, scale_out.x * max_scale, tick);
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scale_out.y = std::lerp(scale_out.y * scale, scale_out.y * max_scale, tick);
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}
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if(!simple) {
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@ -58,6 +61,8 @@ namespace components {
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rect_out.position.x += current * frame_width;
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}
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} else {
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scale_out.x = scale;
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scale_out.y = scale;
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playing = false;
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current = 0;
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subframe = 0.0f;
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@ -4,6 +4,7 @@
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"easing": 0,
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"ease_rate": 0.5,
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"scale": 1.0,
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"max_scale": 1.0,
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"simple": false,
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"frames": 5,
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"speed": 0.1,
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@ -14,6 +15,7 @@
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"easing": 0,
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"ease_rate": 0.5,
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"scale": 1.0,
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"max_scale": 1.0,
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"simple": false,
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"frames": 3,
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"speed": 0.08,
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@ -24,6 +26,7 @@
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"easing": 0,
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"ease_rate": 0.5,
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"scale": 1.0,
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"max_scale": 1.0,
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"simple": false,
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"frames": 3,
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"speed": 0.08,
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@ -34,6 +37,7 @@
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"easing": 0,
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"ease_rate": 0.5,
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"scale": 1.0,
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"max_scale": 1.0,
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"simple": false,
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"frames": 5,
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"speed": 0.5,
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@ -44,6 +48,7 @@
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"easing": 0,
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"ease_rate": 0.5,
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"scale": 1.0,
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"max_scale": 1.0,
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"simple": false,
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"frames": 3,
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"speed": 0.2,
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@ -54,6 +59,7 @@
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"easing": 3,
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"ease_rate": 0.2,
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"scale": 0.5,
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"max_scale": 0.5,
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"simple": true,
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"frames": 1,
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"speed": 0.03,
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@ -63,7 +69,8 @@
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"_type": "Animation",
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"easing": 1,
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"ease_rate": 0.2,
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"scale": 0.1,
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"scale": 1.1,
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"max_scale": 1.2,
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"simple": true,
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"frames": 10,
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"speed": 0.3,
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@ -73,7 +80,8 @@
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"_type": "Animation",
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"easing": 1,
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"ease_rate": 0.2,
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"scale": 0.1,
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"scale": 1.1,
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"max_scale": 1.2,
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"simple": true,
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"frames": 10,
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"speed": 0.3,
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@ -83,7 +91,8 @@
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"_type": "Animation",
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"easing": 3,
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"ease_rate": 0.5,
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"scale": 0.1,
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"scale": 1.1,
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"max_scale": 1.2,
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"simple": true,
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"frames": 1,
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"speed": 0.6,
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@ -93,7 +102,8 @@
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"_type": "Animation",
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"easing": 3,
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"ease_rate": 0.5,
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"scale": 0.1,
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"scale": 1.0,
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"max_scale": 0.9,
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"simple": true,
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"frames": 1,
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"speed": 1.0,
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@ -103,7 +113,8 @@
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"_type": "Animation",
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"easing": 2,
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"ease_rate": 0.5,
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"scale": 0.1,
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"scale": 0.9,
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"max_scale": 1.1,
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"simple": true,
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"frames": 10,
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"speed": 1.0,
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@ -114,6 +125,7 @@
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"easing": 1,
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"ease_rate": 0.5,
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"scale": 0.4,
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"max_scale": 0.4,
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"simple": true,
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"frames": 1,
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"speed": 0.02,
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@ -123,7 +135,8 @@
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"_type": "Animation",
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"easing": 4,
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"ease_rate": 0.9,
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"scale": 0.8,
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"scale": 0.6,
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"max_scale": 0.7,
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"simple": false,
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"frames": 2,
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"speed": 0.02,
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@ -82,7 +82,6 @@ namespace boss {
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}
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void UI::render(sf::RenderWindow& window) {
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$actions.render(window);
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$combat_ui.render(window);
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@ -139,6 +138,8 @@ namespace boss {
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// deltaTime = end - start
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// lerp(a, b, 1 - f ^ deltaTime)
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// std::this_thread::sleep_for(16ms);
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} else {
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animation::apply($boss_anim, *$boss_sprite.sprite, $boss_pos);
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}
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}
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}
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@ -109,7 +109,6 @@ namespace components {
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string name;
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int width;
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int height;
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float scale;
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};
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struct Sound {
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@ -118,7 +117,8 @@ namespace components {
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};
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struct Animation {
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float scale = 0.0f;
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float scale = 1.0f;
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float max_scale = 1.0f;
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bool simple = true;
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int frames = 10;
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float speed = 0.3f;
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@ -150,7 +150,7 @@ namespace components {
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ENROLL_COMPONENT(Tile, display, foreground, background);
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ENROLL_COMPONENT(BossFight, background, floor, floor_pos, player, boss);
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ENROLL_COMPONENT(Sprite, name, width, height, scale);
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ENROLL_COMPONENT(Sprite, name, width, height);
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Position, location.x, location.y);
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@ -159,7 +159,7 @@ namespace components {
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Animation, scale, simple, frames,
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ENROLL_COMPONENT(Animation, scale, max_scale, simple, frames,
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speed, easing, ease_rate, stationary);
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ENROLL_COMPONENT(Sound, attack, death);
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ENROLL_COMPONENT(Collision, has);
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@ -131,6 +131,7 @@ sources = [
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executable('runtests', sources + [
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'tests/ai.cpp',
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'tests/animation.cpp',
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'tests/animation2.cpp',
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'tests/base.cpp',
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'tests/battle.cpp',
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'tests/components.cpp',
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@ -168,6 +169,13 @@ executable('zedcaster',
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override_options: exe_defaults,
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dependencies: dependencies)
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executable('arena',
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sources + [ 'tools/arena.cpp' ],
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cpp_args: cpp_args,
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link_args: link_args,
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override_options: exe_defaults,
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dependencies: dependencies)
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executable('icongen',
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[ 'palette.cpp', 'textures.cpp', 'config.cpp', 'dbc.cpp', 'tools/icongen.cpp' ],
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cpp_args: cpp_args,
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@ -49,7 +49,10 @@ struct Stats {
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inline void sample_time(TimeBullshit start) {
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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sample(1/elapsed.count());
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if(elapsed.count() > 0.0) {
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sample(1.0/elapsed.count());
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}
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}
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void dump(std::string msg="");
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@ -53,7 +53,6 @@ void System::lighting() {
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light.update_fow(position.location, lightsource);
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}
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});
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}
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void System::generate_paths() {
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@ -231,7 +230,6 @@ void System::death() {
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}
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}
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void System::combat(int attack_id) {
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auto& level = GameDB::current_level();
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auto& collider = *level.collision;
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@ -671,7 +669,7 @@ void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
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auto effect = ritual.element == FIRE ? "burning_animation" : "lightning_animation";
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auto effect_id = world.entity();
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world.set<Sprite>(effect_id, {effect, 256, 256, 1.0});
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world.set<Sprite>(effect_id, {effect, 256, 256});
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world.set<Temporary>(effect_id, {true});
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auto shader = shaders::get(ritual.element == FIRE ? "flame" : "lightning");
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@ -1,45 +1,77 @@
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#include "arena_fsm.hpp"
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#include "gui/fsm.hpp"
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#include "textures.hpp"
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#include "sound.hpp"
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#include "autowalker.hpp"
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#include "ai.hpp"
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#include "animation.hpp"
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#include <iostream>
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#include "shaders.hpp"
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#include "backend.hpp"
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#include "game_level.hpp"
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#include "boss/system.hpp"
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#include "gui/fsm_events.hpp"
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#include "events.hpp"
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#include "constants.hpp"
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#include "gui/event_router.hpp"
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int main(int argc, char* argv[]) {
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try {
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dbc::check(argc == 2, "USAGE: arena enemy_name");
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std::string enemy_name{argv[1]};
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void craft_weapon() {
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auto world = GameDB::current_world();
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auto& the_belt = world->get_the<ritual::Belt>();
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ritual::Action action{1.0, 20, ritual::Kind::MAGICK, ritual::Element::FIRE, {"fake"}};
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the_belt.equip(the_belt.next(), action);
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}
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textures::init();
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sound::init();
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ai::init("ai");
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animation::init();
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int main(int, char*[]) {
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components::init();
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sfml::Backend backend;
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guecs::init(&backend);
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ai::init("ai");
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animation::init();
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GameDB::init();
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sound::mute(false);
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sound::play("ambient_1", true);
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Bossfight Testing Arena");
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gui::routing::Router router;
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arena::FSM main(enemy_name);
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sound::mute(true);
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sound::play("ambient_1", true);
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main.event(arena::Event::STARTED);
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GameDB::create_level();
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craft_weapon();
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while(main.active()) {
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main.render();
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auto main = boss::System::create_bossfight();
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auto world = GameDB::current_world();
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// ZED: need to sort out how to deal with this in the FSM
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if(main.in_state(arena::State::IDLE)) {
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main.event(arena::Event::TICK);
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while(!main->in_state(boss::State::END)) {
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main->mouse_pos = window.mapPixelToCoords(router.position);
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while(const auto ev = window.pollEvent()) {
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auto gui_ev = router.process_event(ev);
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if(gui_ev == gui::Event::QUIT || main->event(gui_ev, {})) {
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return 0;
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} else {
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main->event(gui::Event::TICK, {});
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}
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main.keyboard_mouse();
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main.handle_world_events();
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}
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return 0;
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} catch(const std::system_error& e) {
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std::cout << "WARNING: On OSX you'll get this error on shutdown.\n";
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std::cout << "Caught system_error with code "
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"[" << e.code() << "] meaning "
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"[" << e.what() << "]\n";
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while(world->has_event<Events::GUI>()) {
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auto [evt, entity, data] = world->recv<Events::GUI>();
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// FIX YOUR DAMN EVENTS
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switch(evt) {
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case Events::GUI::ATTACK:
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main->event(gui::Event::ATTACK, data);
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break;
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default:
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fmt::println("GUI EVENT: {} entity={}", int(evt), entity);
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}
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}
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window.clear();
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main->render(window);
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window.display();
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}
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return 0;
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}
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@ -1,121 +0,0 @@
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#include "gui_fsm.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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#include "events.hpp"
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#include "sound.hpp"
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#include <fmt/xchar.h>
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#include "arena_fsm.hpp"
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namespace arena {
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using namespace components;
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FSM::FSM(std::string enemy_name) :
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$enemy_name(enemy_name),
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Arena Battle Tester"),
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$font{FONT_FILE_NAME}
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{
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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run_systems();
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dbc::sentinel("THIS IS FUCKED");
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$level = $level_mgr.current();
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auto entity_id = $level_mgr.spawn_enemy($enemy_name);
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$arena_ui = make_shared<ArenaUI>($level.world, entity_id);
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$arena_ui->init();
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state(State::IDLE);
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}
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void FSM::END(Event ev) {
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dbc::log(fmt::format("END: received event after done: {}", int(ev)));
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}
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void FSM::IDLE(Event ev) {
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using enum Event;
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switch(ev) {
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case QUIT:
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$window.close();
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state(State::END);
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return; // done
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case CLOSE:
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dbc::log("Nothing to close.");
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break;
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case TICK:
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// do nothing
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break;
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case ATTACK:
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dbc::log("ATTACK!");
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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}
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void FSM::keyboard_mouse() {
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while(const auto ev = $window.pollEvent()) {
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if(ev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* mouse = ev->getIf<sf::Event::MouseButtonPressed>()) {
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if(mouse->button == sf::Mouse::Button::Left) {
|
||||
sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
|
||||
(void)pos;
|
||||
}
|
||||
}
|
||||
|
||||
if(const auto* key = ev->getIf<sf::Event::KeyPressed>()) {
|
||||
using KEY = sf::Keyboard::Scan;
|
||||
|
||||
switch(key->scancode) {
|
||||
case KEY::Escape:
|
||||
event(Event::CLOSE);
|
||||
break;
|
||||
case KEY::Space:
|
||||
event(Event::ATTACK);
|
||||
break;
|
||||
default:
|
||||
break; // ignored
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FSM::draw_gui() {
|
||||
if($arena_ui != nullptr) {
|
||||
$arena_ui->render($window);
|
||||
}
|
||||
}
|
||||
|
||||
void FSM::render() {
|
||||
$window.clear();
|
||||
draw_gui();
|
||||
$window.display();
|
||||
}
|
||||
|
||||
void FSM::run_systems() {
|
||||
}
|
||||
|
||||
bool FSM::active() {
|
||||
return !in_state(State::END);
|
||||
}
|
||||
|
||||
void FSM::handle_world_events() {
|
||||
}
|
||||
}
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
#pragma once
|
||||
#include "constants.hpp"
|
||||
#include "stats.hpp"
|
||||
#include "fsm.hpp"
|
||||
#include "main_ui.hpp"
|
||||
#include "combat_ui.hpp"
|
||||
#include "status_ui.hpp"
|
||||
#include "arena_ui.hpp"
|
||||
#include "map_view.hpp"
|
||||
#include "mini_map.hpp"
|
||||
|
||||
namespace arena {
|
||||
enum class State {
|
||||
START,
|
||||
IDLE,
|
||||
END
|
||||
};
|
||||
|
||||
enum class Event {
|
||||
STARTED=0,
|
||||
TICK=1,
|
||||
CLOSE = 7,
|
||||
ATTACK = 10,
|
||||
QUIT = 14
|
||||
};
|
||||
|
||||
class FSM : public DeadSimpleFSM<State, Event> {
|
||||
public:
|
||||
std::string $enemy_name;
|
||||
sf::RenderWindow $window;
|
||||
sf::Font $font;
|
||||
shared_ptr<arena::ArenaUI> $arena_ui = nullptr;
|
||||
|
||||
FSM(std::string enemy_name);
|
||||
|
||||
void event(Event ev);
|
||||
void START(Event );
|
||||
void IDLE(Event ev);
|
||||
void END(Event ev);
|
||||
|
||||
void try_move(int dir, bool strafe);
|
||||
void keyboard_mouse();
|
||||
void draw_gui();
|
||||
void render();
|
||||
bool active();
|
||||
void run_systems();
|
||||
void handle_world_events();
|
||||
};
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue