More refactoring to get the GUI dumber.
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2fdbd63f4c
commit
009b1e63a7
6 changed files with 86 additions and 75 deletions
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@ -25,15 +25,4 @@ namespace Components {
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struct Tile {
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std::string chr = "!";
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};
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struct ActionLog {
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std::deque<std::string> messages;
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void log(std::string msg) {
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messages.push_front(msg);
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if(messages.size() > 20) {
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messages.pop_back();
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}
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}
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};
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}
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@ -1,5 +1,7 @@
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#pragma once
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enum GUIEvent {
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START, HIT, MISS, DEAD
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};
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namespace Events {
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enum GUI {
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START, HIT, MISS, DEAD
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};
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}
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59
gui.cpp
59
gui.cpp
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@ -51,8 +51,7 @@ sf::Color GUI::color(Value val) {
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return VALUES[size_t(val)];
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}
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GUI::GUI() :
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$game_map(GAME_MAP_X, GAME_MAP_Y),
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GUI::GUI(DinkyECS::World &world, Map& game_map) :
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$window(sf::VideoMode(VIDEO_X,VIDEO_Y), "Roguish"),
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$screen(SCREEN_X, SCREEN_Y),
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$map_screen(0,0),
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@ -60,7 +59,9 @@ GUI::GUI() :
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$map_font_size(BASE_MAP_FONT_SIZE),
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$line_spacing(0),
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$sounds("./assets"),
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$log({{"Welcome to the game!"}})
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$log({{"Welcome to the game!"}}),
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$world(world),
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$game_map(game_map)
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{
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// this needs a config file soon
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$font.loadFromFile("./assets/text.otf");
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@ -72,8 +73,6 @@ GUI::GUI() :
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$ui_text.setPosition(0,0);
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$ui_text.setCharacterSize(UI_FONT_SIZE);
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$ui_text.setFillColor(color(Value::LIGHT_LIGHT));
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$game_map.generate();
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}
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void GUI::create_renderer() {
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@ -112,30 +111,28 @@ void GUI::create_renderer() {
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void GUI::handle_world_events() {
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auto player = $world.get_the<Player>();
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while($world.has_event<GUIEvent>()) {
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auto [evt, entity] = $world.recv<GUIEvent>();
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while($world.has_event<Events::GUI>()) {
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auto [evt, entity] = $world.recv<Events::GUI>();
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switch(evt) {
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case GUIEvent::HIT: {
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case Events::GUI::HIT: {
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auto combat = $world.get<Combat>(entity);
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if(entity == player.entity) {
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$log.log(format("Enemy HIT YOU, you have {} HP!", combat.hp));
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$sounds.play("hit");
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shake();
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} else {
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$log.log(format("You HIT enemy, they have {} HP!", combat.hp));
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$sounds.play("hit");
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shake();
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}
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} break;
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case GUIEvent::MISS:
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case Events::GUI::MISS:
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if(entity == player.entity) {
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$log.log("You MISSED the enemy.");
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} else {
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$log.log("Enemy MISSED YOU.");
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}
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break;
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case GUIEvent::DEAD:
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case Events::GUI::DEAD:
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$log.log("--- ENEMY DEAD!");
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break;
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default:
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@ -305,43 +302,6 @@ void GUI::shake() {
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}
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}
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void GUI::configure_world() {
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// this sets up the gui event system
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$world.set_the<GUIEvent>(GUIEvent::START);
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dbc::check($game_map.room_count() > 1, "not enough rooms in map.");
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// configure a player as a fact of the world
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Player player{$world.entity()};
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$world.set_the<Player>(player);
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spatial_map collider;
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$world.set_the<spatial_map>(collider);
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$world.set<Position>(player.entity, {$game_map.place_entity(0)});
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$world.set<Motion>(player.entity, {0, 0});
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$world.set<Combat>(player.entity, {100, 10});
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$world.set<Tile>(player.entity, {PLAYER_TILE});
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auto enemy = $world.entity();
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$world.set<Position>(enemy, {$game_map.place_entity(1)});
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$world.set<Motion>(enemy, {0,0});
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$world.set<Combat>(enemy, {20, 10});
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$world.set<Tile>(enemy, {ENEMY_TILE});
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auto enemy2 = $world.entity();
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$world.set<Position>(enemy2, {$game_map.place_entity(2)});
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$world.set<Motion>(enemy2, {0,0});
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$world.set<Combat>(enemy2, {20, 10});
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$world.set<Tile>(enemy2, {"*"});
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auto gold = $world.entity();
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$world.set<Position>(gold, {$game_map.place_entity($game_map.room_count() - 1)});
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$world.set<Treasure>(gold, {100});
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$world.set<Tile>(gold, {"$"});
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System::init_positions($world);
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}
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void GUI::render_scene() {
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$screen.Clear();
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$map_screen.Clear();
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@ -352,7 +312,6 @@ void GUI::render_scene() {
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}
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int GUI::main() {
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configure_world();
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create_renderer();
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run_systems();
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20
gui.hpp
20
gui.hpp
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@ -36,8 +36,18 @@ enum class Value {
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LIGHT_LIGHT, WHITE, TRANSPARENT
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};
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struct ActionLog {
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std::deque<std::string> messages;
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void log(std::string msg) {
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messages.push_front(msg);
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if(messages.size() > 20) {
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messages.pop_back();
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}
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}
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};
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class GUI {
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Map $game_map;
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string $status_text = "NOT DEAD";
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Component $document;
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Component $map_view;
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@ -48,7 +58,6 @@ class GUI {
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sf::RenderWindow $window;
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Screen $screen;
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Screen $map_screen;
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DinkyECS::World $world;
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sf::Texture $font_texture;
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std::unordered_map<wchar_t, sf::Sprite> $sprites;
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Point $view_port;
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@ -56,10 +65,12 @@ class GUI {
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sf::Glyph $base_glyph;
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float $line_spacing;
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SoundManager $sounds;
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Components::ActionLog $log;
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ActionLog $log;
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DinkyECS::World& $world;
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Map& $game_map;
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public:
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GUI();
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GUI(DinkyECS::World& world, Map& game_map);
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// disable copying
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GUI(GUI &gui) = delete;
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@ -71,7 +82,6 @@ public:
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void handle_world_events();
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void draw_screen(bool clear=true, float map_off_x=0.0f, float map_off_y=0.0f);
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void shake();
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void configure_world();
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void run_systems();
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void resize_map(int new_size);
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sf::Sprite &get_text_sprite(wchar_t tile);
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53
main.cpp
53
main.cpp
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@ -1,6 +1,57 @@
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#include "gui.hpp"
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#include "dinkyecs.hpp"
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#include "systems.hpp"
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#include "events.hpp"
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#include "components.hpp"
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#include "dbc.hpp"
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#include "collider.hpp"
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/*
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* This needs to be turned into a real world generator
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* system.
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*/
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void configure_world(DinkyECS::World &world, Map &game_map) {
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// this sets up the gui event system
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world.set_the<Events::GUI>(Events::GUI::START);
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// configure a player as a fact of the world
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Player player{world.entity()};
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world.set_the<Player>(player);
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spatial_map collider;
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world.set_the<spatial_map>(collider);
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world.set<Position>(player.entity, {game_map.place_entity(0)});
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world.set<Motion>(player.entity, {0, 0});
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world.set<Combat>(player.entity, {100, 10});
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world.set<Tile>(player.entity, {PLAYER_TILE});
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auto enemy = world.entity();
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world.set<Position>(enemy, {game_map.place_entity(1)});
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world.set<Motion>(enemy, {0,0});
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world.set<Combat>(enemy, {20, 10});
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world.set<Tile>(enemy, {ENEMY_TILE});
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auto enemy2 = world.entity();
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world.set<Position>(enemy2, {game_map.place_entity(2)});
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world.set<Motion>(enemy2, {0,0});
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world.set<Combat>(enemy2, {20, 10});
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world.set<Tile>(enemy2, {"*"});
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auto gold = world.entity();
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world.set<Position>(gold, {game_map.place_entity(game_map.room_count() - 1)});
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world.set<Treasure>(gold, {100});
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world.set<Tile>(gold, {"$"});
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}
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int main() {
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GUI gui;
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DinkyECS::World world;
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Map game_map(GAME_MAP_X, GAME_MAP_Y);
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game_map.generate();
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configure_world(world, game_map);
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System::init_positions(world);
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GUI gui(world, game_map);
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return gui.main();
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}
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10
systems.cpp
10
systems.cpp
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@ -98,21 +98,21 @@ void System::combat(DinkyECS::World &world, Player &player) {
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int player_dmg = player_combat.attack(enemy_combat);
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if(player_dmg > 0) {
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world.send<GUIEvent>(GUIEvent::HIT, entity);
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world.send<Events::GUI>(Events::GUI::HIT, entity);
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} else {
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world.send<GUIEvent>(GUIEvent::MISS, entity);
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world.send<Events::GUI>(Events::GUI::MISS, entity);
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}
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if(enemy_combat.hp > 0) {
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int enemy_dmg = enemy_combat.attack(player_combat);
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if(enemy_dmg > 0) {
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world.send<GUIEvent>(GUIEvent::HIT, player.entity);
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world.send<Events::GUI>(Events::GUI::HIT, player.entity);
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} else {
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world.send<GUIEvent>(GUIEvent::MISS, player.entity);
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world.send<Events::GUI>(Events::GUI::MISS, player.entity);
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}
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} else {
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world.send<GUIEvent>(GUIEvent::DEAD, entity);
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world.send<Events::GUI>(Events::GUI::DEAD, entity);
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}
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}
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}
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