You can now go down stairs to new levels, but when you do you become stairs or a random monster.
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parent
c14efee9ea
commit
2825faf038
7 changed files with 100 additions and 49 deletions
58
gui.cpp
58
gui.cpp
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@ -69,8 +69,8 @@ void InventoryUI::create_render() {
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$inventory_box = Menu(&$menu_list, &$selected, option);
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$inventory_render = Renderer([&] {
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auto &player = $world.get_the<Player>();
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auto &inventory = $world.get<Inventory>(player.entity);
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auto &player = $level.world->get_the<Player>();
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auto &inventory = $level.world->get<Inventory>(player.entity);
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update_menu_list(inventory);
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return hbox({
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@ -101,12 +101,12 @@ void InventoryUI::update_menu_list(Inventory& inventory) {
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}
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void StatusUI::create_render() {
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auto player = $world.get_the<Player>();
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auto player = $level.world->get_the<Player>();
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auto status_rend = Renderer([&, player]{
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const auto& player_combat = $world.get<Combat>(player.entity);
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const auto& inventory = $world.get<Inventory>(player.entity);
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const auto& combat = $world.get<Combat>(player.entity);
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const auto& player_combat = $level.world->get<Combat>(player.entity);
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const auto& inventory = $level.world->get<Inventory>(player.entity);
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const auto& combat = $level.world->get<Combat>(player.entity);
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$status_text = player_combat.hp > 0 ? "NOT DEAD" : "DEAD!!!!!!";
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std::vector<Element> log_list;
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@ -136,23 +136,27 @@ void StatusUI::create_render() {
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set_renderer(status_rend);
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}
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MapViewUI::MapViewUI(DinkyECS::World& world, LightRender& lights, Map& game_map) :
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MapViewUI::MapViewUI(GameLevel &level) :
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Panel(GAME_MAP_PIXEL_POS, 0, 0, 0, true),
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$world(world), $lights(lights), $game_map(game_map)
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$level(level)
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{}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::draw_map() {
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const auto& debug = $world.get_the<Debug>();
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const auto& player = $world.get_the<Player>();
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const auto& player_position = $world.get<Position>(player.entity);
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Point start = $game_map.center_camera(player_position.location, width, height);
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auto &tiles = $game_map.tiles();
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auto &paths = $game_map.paths();
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auto &lighting = $lights.lighting();
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const auto& debug = $level.world->get_the<Debug>();
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const auto& player = $level.world->get_the<Player>();
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const auto& player_position = $level.world->get<Position>(player.entity);
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Point start = $level.map->center_camera(player_position.location, width, height);
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auto &tiles = $level.map->tiles();
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auto &paths = $level.map->paths();
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auto &lighting = $level.lights->lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $game_map.width() - start.x);
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size_t end_y = std::min(size_t(height), $game_map.height() - start.y);
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size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
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size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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@ -178,7 +182,7 @@ void MapViewUI::draw_map() {
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}
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}
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System::draw_entities($world, $game_map, lighting, $canvas, start, width, height);
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System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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@ -195,9 +199,9 @@ void MapViewUI::resize_canvas() {
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GUI::GUI() :
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$level($level_manager.current()),
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$status_ui(*$level.world),
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$map_view(*$level.world, *$level.lights, *$level.map),
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$inventory_ui(*$level.world),
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$status_ui($level),
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$map_view($level),
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$inventory_ui($level),
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$sounds("./assets")
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{
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// this needs a config file soon
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@ -291,7 +295,7 @@ void GUI::handle_world_events() {
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$status_ui.log(format("Up stairs has test {}.",
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(bool)device.config["test"]));
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toggle_modal(&$next_level_ui, $next_level);
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// toggle_modal(&$next_level_ui, $next_level);
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} break;
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default:
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$status_ui.log(format("INVALID EVENT! {},{}", evt, entity));
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@ -502,5 +506,15 @@ int GUI::main(bool run_once) {
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}
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void GUI::next_level() {
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size_t index = $level_manager.create_level($level.world);
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fmt::println("LEVEL manager returned index: {}", index);
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auto &level = $level_manager.next();
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$status_ui.update_level(level);
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$inventory_ui.update_level(level);
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$map_view.update_level(level);
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$level = level;
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render_scene();
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run_systems();
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}
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