Converted the buttons to reflect the actions you can take.
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d7e9944e58
commit
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4 changed files with 16 additions and 9 deletions
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@ -1,7 +1,6 @@
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#include "combat_ui.hpp"
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#include "combat_ui.hpp"
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#include "constants.hpp"
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#include "constants.hpp"
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#include "color.hpp"
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#include "color.hpp"
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#include "events.hpp"
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namespace gui {
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namespace gui {
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using namespace guecs;
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using namespace guecs;
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@ -14,21 +13,21 @@ namespace gui {
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"[*%(100,150)button_attack | *%(100,150)button_block | *%(100,150)button_evade | *%(100,150)button_heal]");
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"[*%(100,150)button_attack | *%(100,150)button_block | *%(100,150)button_evade | *%(100,150)button_heal]");
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}
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}
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void CombatUI::make_button(std::string name, std::wstring label) {
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event) {
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auto button = $gui.entity(name);
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auto button = $gui.entity(name);
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// $gui.set<Sprite>(button, {"leather_pouch-128"});
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// $gui.set<Sprite>(button, {"leather_pouch-128"});
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$gui.set<Rectangle>(button, {});
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$gui.set<Rectangle>(button, {});
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$gui.set<Label>(button, {label});
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$gui.set<Label>(button, {label});
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$gui.set<Clickable>(button,
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, Events::GUI::ATTACK));
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guecs::make_action(*$level.world, event));
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}
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}
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void CombatUI::init() {
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void CombatUI::init() {
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$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
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$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
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make_button("button_attack", L"Attack");
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make_button("button_attack", L"Attack", Events::GUI::ATTACK);
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make_button("button_block", L"Block");
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make_button("button_block", L"Block", Events::GUI::BLOCK);
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make_button("button_evade", L"Evade");
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make_button("button_evade", L"Evade", Events::GUI::EVADE);
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make_button("button_heal", L"Heal");
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make_button("button_heal", L"Heal", Events::GUI::HEAL);
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$gui.init();
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$gui.init();
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}
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}
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@ -3,6 +3,7 @@
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include "guecs.hpp"
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#include "guecs.hpp"
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#include "events.hpp"
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namespace gui {
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namespace gui {
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class CombatUI {
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class CombatUI {
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@ -17,6 +18,6 @@ namespace gui {
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void update_level(GameLevel &level);
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void update_level(GameLevel &level);
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void set_damage(float percent);
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void set_damage(float percent);
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bool mouse(float x, float y);
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bool mouse(float x, float y);
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void make_button(std::string name, std::wstring label);
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void make_button(std::string name, std::wstring label, Events::GUI event);
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};
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};
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}
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}
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@ -3,7 +3,9 @@
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namespace Events {
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namespace Events {
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enum GUI {
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enum GUI {
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START, COMBAT, LOOT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP,
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START, COMBAT, LOOT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP,
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COMBAT_START, NO_NEIGHBORS, ATTACK, UPDATE_SPRITE, ENEMY_SPAWN, NOOP
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COMBAT_START, NO_NEIGHBORS,
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ATTACK, BLOCK, EVADE, HEAL,
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UPDATE_SPRITE, ENEMY_SPAWN, NOOP
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};
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};
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struct Combat {
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struct Combat {
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@ -387,6 +387,11 @@ namespace gui {
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// std::string(item.data["name"])));
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// std::string(item.data["name"])));
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$status_ui.log(L"You picked up an item.");
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$status_ui.log(L"You picked up an item.");
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} break;
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} break;
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case eGUI::EVADE:
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case eGUI::BLOCK:
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case eGUI::HEAL:
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dbc::log("YOU NEED TO IMPLEMENT THIS!!!!!");
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break;
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case eGUI::ATTACK:
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case eGUI::ATTACK:
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event(Event::ATTACK);
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event(Event::ATTACK);
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break;
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break;
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