Simple quick way to do different attacks that play different shaders.
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58981fd8ed
commit
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10 changed files with 25 additions and 18 deletions
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@ -13,7 +13,7 @@ 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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}
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event) {
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void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action) {
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auto button = $gui.entity(name);
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$gui.set<Sprite>(button, {"leather_pouch-128"});
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$gui.set<Rectangle>(button, {});
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@ -21,27 +21,22 @@ namespace gui {
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$gui.set<Label>(button, {label});
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$gui.set<Effect>(button, {.duration=0.1f});
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, event));
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guecs::make_action(*$level.world, event, {action}));
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}
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void CombatUI::init() {
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$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
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make_button("button_attack", L"Attack", Events::GUI::ATTACK);
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make_button("button_block", L"Block", Events::GUI::BLOCK);
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make_button("button_evade", L"Evade", Events::GUI::EVADE);
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make_button("button_heal", L"Heal", Events::GUI::HEAL);
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make_button("button_attack", L"Attack", Events::GUI::ATTACK, 1);
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make_button("button_block", L"Block", Events::GUI::ATTACK, 2);
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make_button("button_evade", L"Evade", Events::GUI::EVADE, 0);
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make_button("button_heal", L"Heal", Events::GUI::HEAL, 0);
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$gui.init();
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}
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void CombatUI::render(sf::RenderWindow& window) {
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auto& player_combat = $level.world->get<components::Combat>($level.player);
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set_damage(float(player_combat.hp) / float(player_combat.max_hp));
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$gui.render(window);
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}
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void CombatUI::set_damage(float) {
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}
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void CombatUI::update_level(GameLevel &level) {
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$level = level;
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init();
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