#include "boss/ui.hpp" #include "scene.hpp" #include "constants.hpp" #include "components.hpp" #include "animation.hpp" #include #include "game_level.hpp" namespace boss { using namespace guecs; using namespace DinkyECS; UI::UI(shared_ptr world, Entity boss_id, Entity player_id) : $world(world), $boss_id(boss_id), $player_id(player_id), $combat_ui(true), $arena(world->get($boss_id)), $view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}), $view_sprite($view_texture.getTexture()) { $view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y}); $camera.style("shake"); } void UI::init() { $arena.init(); $actions.position(0,0, SCREEN_WIDTH-BOSS_VIEW_WIDTH, SCREEN_HEIGHT); $actions.layout( "[*(200,400)combat|_]" "[_|_]" "[_|_]" "[_|_]" "[*(200,300)stats]" "[_]" "[_]"); auto stats = $actions.entity("stats"); $actions.set(stats, {}); update_stats(); $actions.init(); auto& cell = $actions.cell_for("combat"); $combat_ui.init(cell.x, cell.y, cell.w, cell.h); } void UI::update_stats() { auto& player_combat = $world->get($player_id); auto& boss_combat = $world->get($boss_id); std::wstring status = fmt::format( L"--PLAYER--\nHP:{}/{}\nAP:{}/{}\n\n--BOSS--\nHP:{}/{}\nAP:{}/{}\n----\n", player_combat.hp, player_combat.max_hp, player_combat.ap, player_combat.max_ap, boss_combat.hp, boss_combat.max_hp, boss_combat.ap, boss_combat.max_ap); if($world->has_event()) { auto [evt, entity, data] = $world->recv(); auto result = std::any_cast(data); auto& player_is = $arena.$actors.at($arena.$actor_name_ids.at("player")); auto& boss_is = $arena.$actors.at($arena.$actor_name_ids.at("boss")); if(result.player_did > 0) { status += L"\nYOU HIT!"; } else { status += L"\nYOU MISSED!"; } if(result.enemy_did > 0) { status += L"\nBOSS HIT!"; } else { status += L"\nBOSS MISSED!"; } /* if(result.player_did > 0) { zoom("boss14", 1.8); } else if(result.enemy_did > 0) { zoom(player_is.cell, 2.0); } else { zoom("", 0.0); } */ } $actions.show_text("stats", status); } void UI::render(sf::RenderWindow& window) { $actions.render(window); $combat_ui.render(window); $arena.render($view_texture); $camera.render($view_texture); $view_texture.display(); window.draw($view_sprite); } bool UI::mouse(float x, float y, Modifiers mods) { // BUG: arena is getting the _window_ coordinates, not the rendertexture return $combat_ui.mouse(x, y, mods) || $actions.mouse(x, y, mods) || $arena.mouse(x, y, mods); } void UI::status(const std::wstring& msg) { $arena.$ui.show_text("status", msg); } void UI::move_actor(const std::string& actor, const std::string& cell_name) { $arena.move_actor(actor, cell_name); } void UI::animate_actor(const std::string& actor) { $arena.animate_actor(actor); } void UI::play_animations() { $arena.play_animations(); } void UI::zoom(const std::string &cell_name, double ratio) { if(cell_name == "") { dbc::log("!!!!!!!!! you should add this to guecs"); $camera.reset($view_texture, BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT); } else { auto& cell = $arena.$ui.cell_for(cell_name); $camera.resize(double(BOSS_VIEW_WIDTH)/ratio, double(BOSS_VIEW_HEIGHT)/ratio); $camera.move(float(cell.mid_x), float(cell.mid_y)); $camera.play(); } } }