More refactoring to get the GUI dumber.
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6 changed files with 86 additions and 75 deletions
53
main.cpp
53
main.cpp
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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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