New bossfight layout with fake 'paper cutouts' to work out how the UI would work.

This commit is contained in:
Zed A. Shaw 2025-09-24 01:29:36 -04:00
parent a4fdfb779f
commit d398b042a7
13 changed files with 79 additions and 20 deletions

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@ -60,7 +60,7 @@ clean:
meson compile --clean -C builddir
debug_test: build
gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e "[lighting]"
gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e
win_installer:
powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'

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@ -2,8 +2,8 @@
"RAT_KING": {
"components": [
{"_type": "BossFight",
"background": "boss_fight_background",
"stage": null,
"background": "test_background",
"floor": "test_floor",
"weapon_sound": "Sword_Hit_2"
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
@ -16,15 +16,15 @@
"scale": 0.2,
"stationary": false
},
{"_type": "Sprite", "name": "rat_king_boss", "width": 720, "height": 720, "scale": 0.8, "stationary": false},
{"_type": "Sprite", "name": "test_boss", "width": 720, "height": 720, "scale": 0.8, "stationary": false},
{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"}
]
},
"DEVILS_FINGERS": {
"components": [
{"_type": "BossFight",
"background": "devils_fingers_background",
"stage": "devils_fingers_stage",
"background": "test_background",
"floor": "test_floor",
"weapon_sound": "Sword_Hit_2"
},
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
@ -38,7 +38,7 @@
"stationary": true
},
{"_type": "Sprite",
"name": "devils_fingers_sprite",
"name": "test_boss",
"width": 720,
"height": 720,
"scale": 1.0

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@ -243,7 +243,32 @@
"peasant_girl_rear_view":
{"path": "assets/sprites/peasant_girl_rear_view_01.png",
"frame_width": 400,
"frame_height": 543
"frame_height": 540
},
"test_background":
{"path": "assets/bossfights/test_background.png",
"frame_width": 1920,
"frame_height": 1080
},
"test_boss":
{"path": "assets/bossfights/test_boss.png",
"frame_width": 498,
"frame_height": 832
},
"test_floor":
{"path": "assets/bossfights/test_floor.png",
"frame_width": 1920,
"frame_height": 1080
},
"test_player":
{"path": "assets/bossfights/test_player.png",
"frame_width": 208,
"frame_height": 434
},
"test_thirds":
{"path": "assets/bossfights/test_thirds.png",
"frame_width": 1656,
"frame_height": 1080
}
},
"worldgen": {

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@ -2,30 +2,58 @@
#include "constants.hpp"
namespace boss {
UI::UI(shared_ptr<World> world, Entity boss_id)
: $world(world), $boss_id(boss_id)
using namespace guecs;
UI::UI(shared_ptr<World> world, Entity boss_id) :
$world(world),
$boss_id(boss_id),
$boss_sprite(textures::get_sprite("test_boss")),
$player_sprite(textures::get_sprite("test_player")),
$floor_sprite(textures::get_sprite("test_floor"))
{
}
void UI::init() {
$gui.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
$gui.set<Background>($gui.MAIN, {$gui.$parser, THEME.DARK_MID});
auto& background = $gui.get<Background>($gui.MAIN);
background.set_sprite("test_background", true);
$gui.layout(
"[a1|b1|c1|d1|e1|f1]"
"[a1|boss1|boss2|boss3|e1|f1]"
"[a2|b2|c2|d2|e2|f2]"
"[a3|b3|c3|d3|e3|f3]"
"[floor2|b3|c3|d3|e3|f3]"
"[a4|b4|c4|d4|e4|f4]"
"[a5|b5|c5|d5|e5|f5]"
"[floor1|player1|player2|player3|e5|f5]"
"[a6|b6|c6|d6|e6|f6]"
);
position_sprite($boss_sprite, "boss2", 0.4, true);
position_sprite($player_sprite, "player1", 0.5, true);
position_sprite($floor_sprite, "floor2", 1.0, false);
$gui.init();
}
void UI::position_sprite(textures::SpriteTexture& st, const std::string& name, float scale, bool at_mid) {
auto& cell = $gui.cell_for(name);
float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y);
st.sprite->setPosition({x, y});
st.sprite->setScale({scale, scale});
}
void UI::render(sf::RenderWindow& window) {
$gui.render(window);
$gui.debug_layout(window);
window.draw(*$floor_sprite.sprite);
window.draw(*$boss_sprite.sprite);
window.draw(*$player_sprite.sprite);
// $gui.debug_layout(window);
}
bool UI::mouse(float x, float y, guecs::Modifiers mods) {
bool UI::mouse(float x, float y, Modifiers mods) {
return $gui.mouse(x, y, mods);
}

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@ -3,14 +3,19 @@
#include <memory>
#include <SFML/Graphics/RenderWindow.hpp>
#include <guecs/ui.hpp>
#include "textures.hpp"
namespace boss {
using std::shared_ptr;
using namespace DinkyECS;
using namespace textures;
struct UI {
shared_ptr<World> $world = nullptr;
Entity $boss_id = NONE;
SpriteTexture $boss_sprite;
SpriteTexture $player_sprite;
SpriteTexture $floor_sprite;
guecs::UI $gui;
UI(shared_ptr<World> world, Entity boss_id);
@ -18,6 +23,7 @@ namespace boss {
void init();
void render(sf::RenderWindow& window);
bool mouse(float x, float y, guecs::Modifiers mods);
void position_sprite(SpriteTexture& st, const std::string& name, float scale, bool at_mid=false);
bool boss_dead();
};
}

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@ -78,7 +78,7 @@ namespace components {
struct BossFight {
std::string background;
std::optional<std::string> stage;
std::optional<std::string> floor;
std::string weapon_sound;
};
@ -147,7 +147,7 @@ namespace components {
using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
ENROLL_COMPONENT(Tile, display, foreground, background);
ENROLL_COMPONENT(BossFight, background, stage, weapon_sound);
ENROLL_COMPONENT(BossFight, background, floor, weapon_sound);
ENROLL_COMPONENT(Sprite, name, width, height, scale);
ENROLL_COMPONENT(Curative, hp);
ENROLL_COMPONENT(LightSource, strength, radius);

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@ -38,7 +38,7 @@ TEST_CASE("make sure json_mods works", "[components]") {
if(comp_data["_type"] == "BossFight") {
auto comp = components::convert<components::BossFight>(comp_data);
// the boss fight for the rat king doesn't have a stage so false=optional
REQUIRE(comp.stage == std::nullopt);
REQUIRE(comp.floor != std::nullopt);
}
}
@ -51,11 +51,11 @@ TEST_CASE("make sure json_mods works", "[components]") {
components::configure_entity(world, rat_king, config["RAT_KING"]["components"]);
auto boss = world.get<BossFight>(rat_king);
REQUIRE(boss.stage == std::nullopt);
REQUIRE(boss.floor != std::nullopt);
// now load the other one for the other way optional is used
auto devils_fingers = world.entity();
components::configure_entity(world, devils_fingers, config["DEVILS_FINGERS"]["components"]);
auto boss2 = world.get<BossFight>(devils_fingers);
REQUIRE(boss2.stage != std::nullopt);
REQUIRE(boss2.floor != std::nullopt);
}