raycaster/boss/ui.cpp

83 lines
2.3 KiB
C++

#include "boss/ui.hpp"
#include "constants.hpp"
namespace boss {
using namespace guecs;
UI::UI(shared_ptr<World> world, Entity boss_id) :
$world(world),
$boss_id(boss_id),
$combat_ui(true),
$boss_sprite(textures::get_sprite("test_boss")),
$player_sprite(textures::get_sprite("test_player")),
$floor_sprite(textures::get_sprite("test_floor"))
{
}
void UI::init() {
$arena.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT);
$arena.set<Background>($arena.MAIN, {$arena.$parser, THEME.DARK_MID});
auto& background = $arena.get<Background>($arena.MAIN);
background.set_sprite("test_background", true);
$arena.layout(
"[a1|boss1|boss2|boss3|e1|f1]"
"[a2|b2|c2|d2|e2|f2]"
"[floor2|b3|c3|d3|e3|f3]"
"[a4|b4|c4|d4|e4|f4]"
"[floor1|player1|player2|player3|e5|f5]"
"[a6|b6|c6|d6|e6|f6]"
);
position_sprite($boss_sprite, "boss2", 0.7, true);
position_sprite($player_sprite, "player1", 0.5, true);
position_sprite($floor_sprite, "floor1", 1.0, false);
$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<Rectangle>(stats, {});
$actions.set<Text>(stats, {L"stats"});
$actions.init();
auto& cell = $actions.cell_for("combat");
$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
}
void UI::position_sprite(textures::SpriteTexture& st, const std::string& name, float scale, bool at_mid) {
auto& cell = $arena.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) {
$arena.render(window);
$actions.render(window);
$combat_ui.render(window);
window.draw(*$floor_sprite.sprite);
window.draw(*$boss_sprite.sprite);
window.draw(*$player_sprite.sprite);
// $arena.debug_layout(window);
}
bool UI::mouse(float x, float y, Modifiers mods) {
return $actions.mouse(x, y, mods);
}
bool UI::boss_dead() {
return false;
}
}