Basic combat system prototype works, but needs more GUI love to really work in the game.
This commit is contained in:
parent
bfd2718cc9
commit
f8dd5d816f
3 changed files with 35 additions and 0 deletions
5
gui.cpp
5
gui.cpp
|
@ -96,6 +96,7 @@ namespace gui {
|
|||
|
||||
// just do 10 ticks
|
||||
if($rotation_count % 10 == 0) {
|
||||
System::combat($level);
|
||||
run_systems();
|
||||
$rotation = -10.0f;
|
||||
state(State::IDLE);
|
||||
|
@ -182,6 +183,10 @@ namespace gui {
|
|||
$camera.plan_rotate($rayview, -1);
|
||||
state(State::COMBAT_ROTATE);
|
||||
break;
|
||||
case QUIT:
|
||||
$window.close();
|
||||
state(State::END);
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
28
systems.cpp
28
systems.cpp
|
@ -130,6 +130,34 @@ void System::death(GameLevel &level) {
|
|||
});
|
||||
}
|
||||
|
||||
void System::combat(GameLevel &level) {
|
||||
auto &collider = *level.collision;
|
||||
auto &world = *level.world;
|
||||
auto player = world.get_the<Player>();
|
||||
|
||||
const auto& player_position = world.get<Position>(player.entity);
|
||||
auto& player_combat = world.get<Combat>(player.entity);
|
||||
|
||||
// this is guaranteed to not return the given position
|
||||
auto [found, nearby] = collider.neighbors(player_position.location);
|
||||
|
||||
if(found) {
|
||||
for(auto entity : nearby) {
|
||||
if(world.has<Combat>(entity)) {
|
||||
auto& enemy_combat = world.get<Combat>(entity);
|
||||
|
||||
Events::Combat result {
|
||||
player_combat.attack(enemy_combat),
|
||||
enemy_combat.attack(player_combat)
|
||||
};
|
||||
|
||||
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void System::collision(GameLevel &level) {
|
||||
auto &collider = *level.collision;
|
||||
auto &world = *level.world;
|
||||
|
|
|
@ -18,4 +18,6 @@ namespace System {
|
|||
void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
|
||||
void plan_motion(DinkyECS::World& world, Point move_to);
|
||||
void draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
|
||||
|
||||
void combat(GameLevel &level);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue