Have the first little turn based system going.
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parent
f33e14f2cf
commit
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4 changed files with 10 additions and 2 deletions
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@ -65,6 +65,7 @@ namespace boss {
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run_systems();
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break;
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case ATTACK:
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$ui.status(L"PLAYER TURN");
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state(State::PLAYER_TURN);
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break;
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default:
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@ -81,6 +82,7 @@ namespace boss {
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state(State::END);
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break;
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case ATTACK: {
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$ui.status(L"PLAYER TURN");
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::PLAYER_TURN);
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@ -100,6 +102,7 @@ namespace boss {
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state(State::END);
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break;
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case ATTACK: {
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$ui.status(L"BOSS TURN");
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::BOSS_TURN);
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@ -1,6 +1,5 @@
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#pragma once
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#define FSM_DEBUG 1
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#include "simplefsm.hpp"
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#include "dinkyecs.hpp"
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#include "boss/ui.hpp"
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@ -27,7 +27,7 @@ namespace boss {
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background.set_sprite($scene.background, true);
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$arena.layout(
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"[_ |boss1 |boss2 |boss3 |boss4 |_]"
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"[status|boss1 |boss2 |boss3 |boss4 |_]"
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"[_ |boss5 |boss6 |boss7 |boss8 |_]"
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"[floor1|boss9 |boss10|boss11|boss12|_]"
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"[floor2|boss13|boss14|boss15|boss16|_]"
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@ -86,4 +86,9 @@ namespace boss {
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|| $combat_ui.mouse(x, y, mods)
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|| $actions.mouse(x, y, mods);
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}
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void UI::status(const std::wstring& msg) {
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$arena.show_text("status", msg);
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}
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}
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@ -32,5 +32,6 @@ namespace boss {
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y, guecs::Modifiers mods);
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void position_sprite(SpriteTexture& st, const std::string& name, float scale, bool at_mid=false);
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void status(const std::wstring& msg);
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};
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}
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