Simple quick way to do different attacks that play different shaders.

This commit is contained in:
Zed A. Shaw 2025-04-23 12:32:28 -04:00
parent 58981fd8ed
commit bf8a2dc0c5
10 changed files with 25 additions and 18 deletions

View file

@ -13,7 +13,7 @@ namespace gui {
"[*%(100,150)button_attack | *%(100,150)button_block | *%(100,150)button_evade | *%(100,150)button_heal]");
}
void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event) {
void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action) {
auto button = $gui.entity(name);
$gui.set<Sprite>(button, {"leather_pouch-128"});
$gui.set<Rectangle>(button, {});
@ -21,27 +21,22 @@ namespace gui {
$gui.set<Label>(button, {label});
$gui.set<Effect>(button, {.duration=0.1f});
$gui.set<Clickable>(button,
guecs::make_action(*$level.world, event));
guecs::make_action(*$level.world, event, {action}));
}
void CombatUI::init() {
$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
make_button("button_attack", L"Attack", Events::GUI::ATTACK);
make_button("button_block", L"Block", Events::GUI::BLOCK);
make_button("button_evade", L"Evade", Events::GUI::EVADE);
make_button("button_heal", L"Heal", Events::GUI::HEAL);
make_button("button_attack", L"Attack", Events::GUI::ATTACK, 1);
make_button("button_block", L"Block", Events::GUI::ATTACK, 2);
make_button("button_evade", L"Evade", Events::GUI::EVADE, 0);
make_button("button_heal", L"Heal", Events::GUI::HEAL, 0);
$gui.init();
}
void CombatUI::render(sf::RenderWindow& window) {
auto& player_combat = $level.world->get<components::Combat>($level.player);
set_damage(float(player_combat.hp) / float(player_combat.max_hp));
$gui.render(window);
}
void CombatUI::set_damage(float) {
}
void CombatUI::update_level(GameLevel &level) {
$level = level;
init();