Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
This commit is contained in:
parent
e8199a973c
commit
b8d2d1870d
5 changed files with 22 additions and 36 deletions
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@ -57,12 +57,6 @@ namespace components {
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std::string ai_goal_name;
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std::string ai_goal_name;
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};
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};
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struct Debug {
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bool PATHS=false;
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bool LIGHT=false;
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bool FPS=false;
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};
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struct Weapon {
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struct Weapon {
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int damage = 0;
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int damage = 0;
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};
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};
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@ -41,16 +41,13 @@ namespace gui {
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void DebugUI::spawn(std::string enemy_key) {
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void DebugUI::spawn(std::string enemy_key) {
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auto ent = $level_mgr.spawn_enemy(enemy_key);
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auto ent = $level_mgr.spawn_enemy(enemy_key);
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auto& level = $level_mgr.current();
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auto& level = $level_mgr.current();
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level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, ent, {});
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level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, ent, {});
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}
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}
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void DebugUI::render(sf::RenderWindow& window) {
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void DebugUI::render(sf::RenderWindow& window) {
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if(active) {
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auto& level = $level_mgr.current();
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auto& level = $level_mgr.current();
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auto debug_settings = level.world->get_the<components::Debug>();
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if(debug_settings.FPS) {
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auto player = level.world->get_the<components::Player>();
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auto player = level.world->get_the<components::Player>();
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auto player_combat = level.world->get<components::Combat>(player.entity);
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auto player_combat = level.world->get<components::Combat>(player.entity);
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auto map = level.map;
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auto map = level.map;
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@ -77,13 +74,10 @@ namespace gui {
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}
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}
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void DebugUI::debug() {
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void DebugUI::debug() {
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active = !active;
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if(active) {
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auto& level = $level_mgr.current();
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auto& level = $level_mgr.current();
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auto& dbg = level.world->get_the<components::Debug>();
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dbg.FPS = !dbg.FPS;
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dbg.PATHS = !dbg.PATHS;
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if(dbg.FPS) {
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// it's on now, enable things
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// it's on now, enable things
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auto player = level.world->get_the<components::Player>();
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auto player = level.world->get_the<components::Player>();
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auto& player_combat = level.world->get<components::Combat>(player.entity);
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auto& player_combat = level.world->get<components::Combat>(player.entity);
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@ -99,10 +93,6 @@ namespace gui {
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return $gui.mouse(x, y, hover);
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return $gui.mouse(x, y, hover);
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}
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}
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void DebugUI::update_level(GameLevel &level) {
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$level = level;
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}
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Stats::TimeBullshit DebugUI::time_start() {
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Stats::TimeBullshit DebugUI::time_start() {
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return $stats.time_start();
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return $stats.time_start();
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}
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}
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@ -10,8 +10,8 @@ namespace gui {
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public:
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public:
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Stats $stats;
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Stats $stats;
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guecs::UI $gui;
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guecs::UI $gui;
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GameLevel $level;
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LevelManager& $level_mgr;
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LevelManager& $level_mgr;
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bool active = false;
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DebugUI(LevelManager& level_mgr);
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DebugUI(LevelManager& level_mgr);
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@ -19,7 +19,6 @@ namespace gui {
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void render(sf::RenderWindow& window);
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y, bool hover);
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bool mouse(float x, float y, bool hover);
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void debug();
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void debug();
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void update_level(GameLevel &level);
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void spawn(std::string enemy_key);
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void spawn(std::string enemy_key);
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void add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region);
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void add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region);
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28
gui/fsm.cpp
28
gui/fsm.cpp
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@ -46,19 +46,16 @@ namespace gui {
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void FSM::START(Event ) {
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void FSM::START(Event ) {
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$main_ui.update_level($level);
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$main_ui.update_level($level);
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$level.world->set_the<Debug>({});
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$main_ui.init();
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$main_ui.init();
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$loot_ui.init();
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$loot_ui.init();
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// BUG: maybe this is a function on main_ui?
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// BUG: maybe this is a function on main_ui?
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auto cell = $main_ui.$overlay_ui.$gui.cell_for("left");
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auto cell = $main_ui.$overlay_ui.$gui.cell_for("left");
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$debug_ui.init(cell);
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$debug_ui.init(cell);
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$debug_ui.update_level($level);
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$combat_ui.init();
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$combat_ui.init();
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$status_ui.init();
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$status_ui.init();
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$boss_fight_ui = $levels.create_bossfight($level.world);
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$boss_fight_ui = $levels.create_bossfight($level.world);
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$boss_fight_ui->init();
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$boss_fight_ui->init();
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@ -267,7 +264,7 @@ namespace gui {
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event(Event::STAIRS_DOWN);
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event(Event::STAIRS_DOWN);
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}
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}
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} else {
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} else {
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$debug_ui.mouse(pos.x, pos.y, false);
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if($debug_ui.active) $debug_ui.mouse(pos.x, pos.y, false);
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$combat_ui.mouse(pos.x, pos.y, false);
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$combat_ui.mouse(pos.x, pos.y, false);
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$status_ui.mouse(pos.x, pos.y, false);
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$status_ui.mouse(pos.x, pos.y, false);
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$main_ui.mouse(pos.x, pos.y, false);
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$main_ui.mouse(pos.x, pos.y, false);
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@ -276,7 +273,7 @@ namespace gui {
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}
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}
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} else if(const auto* mouse = ev->getIf<sf::Event::MouseMoved>()) {
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} else if(const auto* mouse = ev->getIf<sf::Event::MouseMoved>()) {
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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sf::Vector2f pos = $window.mapPixelToCoords(mouse->position);
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$debug_ui.mouse(pos.x, pos.y, true);
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if($debug_ui.active) $debug_ui.mouse(pos.x, pos.y, true);
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$combat_ui.mouse(pos.x, pos.y, true);
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$combat_ui.mouse(pos.x, pos.y, true);
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$status_ui.mouse(pos.x, pos.y, true);
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$status_ui.mouse(pos.x, pos.y, true);
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$main_ui.mouse(pos.x, pos.y, true);
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$main_ui.mouse(pos.x, pos.y, true);
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@ -321,7 +318,6 @@ namespace gui {
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if(!sound::playing("ambient_1")) sound::play("ambient_1", true);
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if(!sound::playing("ambient_1")) sound::play("ambient_1", true);
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$debug_ui.debug();
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$debug_ui.debug();
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shaders::reload();
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shaders::reload();
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dbc::log("save map!");
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$map_ui.save_map("map.txt", $main_ui.$compass_dir);
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$map_ui.save_map("map.txt", $main_ui.$compass_dir);
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break;
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break;
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case KEY::O:
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case KEY::O:
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@ -340,15 +336,23 @@ namespace gui {
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}
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}
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}
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}
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void FSM::draw_gui() {
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void FSM::debug_render() {
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if(in_state(State::NEXT_LEVEL)) {
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$boss_fight_ui->render($window);
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} else {
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// BUG: maybe pass the stats to main_ui for this?
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auto start = $debug_ui.time_start();
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auto start = $debug_ui.time_start();
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$main_ui.render();
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$main_ui.render();
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$debug_ui.sample_time(start);
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$debug_ui.sample_time(start);
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$debug_ui.render($window);
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$debug_ui.render($window);
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}
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void FSM::draw_gui() {
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if(in_state(State::NEXT_LEVEL)) {
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$boss_fight_ui->render($window);
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} else {
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if($debug_ui.active) {
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debug_render();
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} else {
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$main_ui.render();
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}
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$status_ui.render($window);
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$status_ui.render($window);
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$combat_ui.render($window);
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$combat_ui.render($window);
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@ -416,7 +420,6 @@ namespace gui {
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event(Event::START_COMBAT);
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event(Event::START_COMBAT);
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break;
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break;
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case eGUI::ENEMY_SPAWN:
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case eGUI::ENEMY_SPAWN:
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$debug_ui.update_level($level);
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$main_ui.update_level($level);
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$main_ui.update_level($level);
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run_systems();
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run_systems();
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break;
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break;
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@ -469,7 +472,6 @@ namespace gui {
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$levels.create_level($level.world);
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$levels.create_level($level.world);
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$level = $levels.next();
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$level = $levels.next();
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$debug_ui.update_level($level);
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$status_ui.update_level($level);
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$status_ui.update_level($level);
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$map_ui.update_level($level);
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$map_ui.update_level($level);
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$mini_map.update_level($level);
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$mini_map.update_level($level);
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@ -89,5 +89,6 @@ namespace gui {
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void run_systems();
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void run_systems();
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void handle_world_events();
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void handle_world_events();
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void next_level();
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void next_level();
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void debug_render();
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};
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};
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}
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}
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