There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.
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dac9b1b3de
commit
ad1d08ca96
11 changed files with 37 additions and 7 deletions
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@ -12,7 +12,9 @@ namespace gui {
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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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"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
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"[button_0 | button_1 | button_2 | button_3"
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"|button_4 | button_5 | button_6 | hp_gauge ]"
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);
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}
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DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
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@ -24,7 +26,7 @@ namespace gui {
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// $gui.set<Rectangle>(button, {});
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// $gui.set<Label>(button, {label});
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$gui.set<Sound>(button, {sound});
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$gui.set<Effect>(button, {.duration=1.0f, .name=effect_name});
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$gui.set<Effect>(button, {.duration=0.5f, .name=effect_name});
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, event, {action}));
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@ -41,8 +43,6 @@ namespace gui {
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std::wstring label = fmt::format(L"Attack {}", slot+1);
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auto& ritual = the_belt.get(slot);
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using enum combat::RitualElement;
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switch(ritual.element) {
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@ -52,7 +52,7 @@ namespace gui {
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break;
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case LIGHTNING:
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make_button(name, label, Events::GUI::ATTACK,
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slot, "stone_doll_cursed-64", "electric_shock_01", "lightning");
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slot, "pocket_watch-64", "electric_shock_01", "lightning");
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break;
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default:
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make_button(name, label, Events::GUI::ATTACK,
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@ -61,6 +61,11 @@ namespace gui {
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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-64"});
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$gui.set<Clickable>(hp_gauge,
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guecs::make_action(*$level.world, Events::GUI::HP_STATUS, {}));
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$gui.init();
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}
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