Implement a simple combat system and killing off enemies. See status for next steps.
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parent
62562faad3
commit
4162287841
4 changed files with 30 additions and 15 deletions
12
dinkyecs.hpp
12
dinkyecs.hpp
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@ -26,6 +26,12 @@ namespace DinkyECS {
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return $components[std::type_index(typeid(Comp))];
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}
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template <typename Comp>
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void remove(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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map.erase(ent);
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}
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template <typename Comp>
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void set(Comp val) {
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$facts[std::type_index(typeid(Comp))] = val;
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@ -61,12 +67,6 @@ namespace DinkyECS {
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}
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}
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template<typename Comp>
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void remove(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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map.erase(ent);
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}
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template<typename CompA, typename CompB>
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void system(std::function<void(const Entity&, CompA&, CompB&)> cb) {
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EntityMap &map_a = entity_map_for<CompA>();
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1
gui.cpp
1
gui.cpp
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@ -226,6 +226,7 @@ void GUI::draw_screen(bool clear, float map_off_x, float map_off_y) {
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// TODO: need to center it inside the bg_sprite
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sprite.setPosition({x+width_delta, y+height_delta});
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// get the entity combat and make them light gray if dead
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if(tile == L'█') {
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sprite.setColor(sf::Color(80,80,80));
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} else if(tile == L'☺') {
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@ -2,6 +2,8 @@ TODO:
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* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
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* Lua integration?
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* Text is not actually cleared when rendered either in FTXUI or SFML.
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* Combat system and simple loot system.
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* Actually render FTXUI ansi output instead of the gui.cpp hack.
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* Remove entity from worl, _or_ mark them dead, switch their icon, and make them an entity the player walks over?
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* Bring back sounds, check out SoLoud.
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28
systems.cpp
28
systems.cpp
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@ -66,7 +66,7 @@ void System::motion(DinkyECS::World &world, Map &game_map) {
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void System::combat(DinkyECS::World &world, Player &player) {
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const auto& collider = world.get<spatial_map>();
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auto& collider = world.get<spatial_map>();
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const auto& player_position = world.component<Position>(player.entity);
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auto& player_combat = world.component<Combat>(player.entity);
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auto& log = world.get<ActionLog>();
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@ -76,14 +76,26 @@ void System::combat(DinkyECS::World &world, Player &player) {
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if(found) {
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for(auto entity : nearby) {
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int attack = Random::uniform<int>(0,1);
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if(attack) {
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const auto& enemy_dmg = world.component<Combat>(entity);
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int dmg = Random::uniform<int>(1, enemy_dmg.damage);
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player_combat.hp -= dmg;
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log.log(format("HIT! You took {} damage.", dmg));
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auto& enemy_combat = world.component<Combat>(entity);
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int player_dmg = Random::uniform<int>(1, enemy_combat.damage);
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enemy_combat.hp -= player_dmg;
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log.log(format("YOU HIT {} damage! Enemy has {} HP left.",
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player_dmg, enemy_combat.hp));
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if(enemy_combat.hp <= 0) {
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log.log("--- ENEMY DEAD!---");
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auto enemy_position = world.component<Position>(entity);
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collider.remove(enemy_position.location);
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world.remove<Motion>(entity);
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} else {
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log.log("You dodged! Run!");
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int attack = Random::uniform<int>(0,1);
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if(attack) {
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int dmg = Random::uniform<int>(1, enemy_combat.damage);
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player_combat.hp -= dmg;
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log.log(format("HIT! You took {} damage.", dmg));
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} else {
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log.log("You dodged! Run!");
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}
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}
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}
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}
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