You can now go down stairs to new levels, but when you do you become stairs or a random monster.

This commit is contained in:
Zed A. Shaw 2025-01-24 13:47:00 -05:00
parent c14efee9ea
commit 2825faf038
7 changed files with 100 additions and 49 deletions

58
gui.cpp
View file

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