Better UI layout and actually tracking deaths.
This commit is contained in:
parent
662e4bf918
commit
56663b9052
6 changed files with 23 additions and 51 deletions
2
fsm.hpp
2
fsm.hpp
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@ -18,7 +18,7 @@ public:
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template<typename... Types>
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template<typename... Types>
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void event(E event, Types... args);
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void event(E event, Types... args);
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void state(S next_state) {
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void state(S next_state)
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_state = next_state;
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_state = next_state;
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}
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}
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@ -95,6 +95,7 @@ void GameEngine::IN_ROUND(GameEvent ev, string &hit_type) {
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void GameEngine::DEAD(GameEvent ev) {
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void GameEngine::DEAD(GameEvent ev) {
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if(ev == GameEvent::BUILD_DONE) {
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if(ev == GameEvent::BUILD_DONE) {
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deaths++;
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reset();
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reset();
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state(GameState::FAILURE);
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state(GameState::FAILURE);
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FAILURE(ev);
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FAILURE(ev);
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@ -35,6 +35,7 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
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int hit_points = 0;
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int hit_points = 0;
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int hits_taken = 0;
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int hits_taken = 0;
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int rounds = 0;
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int rounds = 0;
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int deaths = 0;
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int streak = 0;
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int streak = 0;
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float hp_bonus = 1.0f;
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float hp_bonus = 1.0f;
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bool free_death = false;
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bool free_death = false;
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@ -1,8 +1,7 @@
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#include "imgui.h"
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#include "imgui-SFML.h"
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#define _USE_MATH_DEFINES
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <math.h>
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <fmt/chrono.h>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/CircleShape.hpp>
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#include <SFML/Graphics/CircleShape.hpp>
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@ -14,7 +13,6 @@
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using namespace fmt;
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using namespace fmt;
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using namespace nlohmann;
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using namespace nlohmann;
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using namespace ImGui;
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using std::string;
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using std::string;
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void SoundQuip::load(json &data, const char *file_key, bool loop) {
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void SoundQuip::load(json &data, const char *file_key, bool loop) {
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@ -37,34 +35,7 @@ void SoundQuip::stop() {
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sound.stop();
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sound.stop();
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}
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}
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void SFMLBackend::ImGui_setup() {
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bool res = SFML::Init(window);
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fmt::println("IMGUI returned {}", res);
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}
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void SFMLBackend::ImGui_update() {
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sf::Vector2u size = window.getSize();
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SFML::Update(window, deltaClock.restart());
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SetNextWindowPos(ImVec2(0, 0));
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SetNextWindowSize(ImVec2(size.x, size.y));
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Begin("Build Status", &window_active_out);
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TextColored(ImVec4(1,1,0,1), "Build Log");
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BeginChild("Scrolling");
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for(string &line : log) {
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TextWrapped(line.c_str());
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}
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EndChild();
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End();
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}
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void SFMLBackend::Window_update() {
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void SFMLBackend::Window_update() {
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if(show_build_log) {
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SFML::Render(window);
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}
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window.display();
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window.display();
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}
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}
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@ -73,10 +44,6 @@ void SFMLBackend::handle_events() {
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// is this a main event loop
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// is this a main event loop
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while (window.pollEvent(event)) {
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while (window.pollEvent(event)) {
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if(show_build_log) {
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SFML::ProcessEvent(window, event);
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}
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switch(event.type) {
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switch(event.type) {
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case sf::Event::Closed:
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case sf::Event::Closed:
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fmt::print("Exiting...\n");
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fmt::print("Exiting...\n");
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@ -110,12 +77,12 @@ sf::Vector2f translate(int x, int y) {
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}
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}
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void SFMLBackend::write_text(int x, int y, string content) {
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void SFMLBackend::write_text(int x, int y, string content, float size_mult) {
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sf::Vector2f position = translate(x,y);
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sf::Vector2f position = translate(x,y);
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sf::Text text;
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sf::Text text;
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text.setFont(font);
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text.setFont(font);
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text.setString(content);
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text.setString(content);
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text.setCharacterSize(TEXT_SIZE);
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text.setCharacterSize(TEXT_SIZE * size_mult);
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text.setFillColor(sf::Color(100, 250, 50));
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text.setFillColor(sf::Color(100, 250, 50));
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text.setPosition(position);
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text.setPosition(position);
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window.draw(text);
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window.draw(text);
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@ -125,14 +92,20 @@ void SFMLBackend::update_entities() {
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window.clear();
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window.clear();
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sf::RectangleShape face_box(translate(X_ROWS/4, Y_LINES/2));
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sf::RectangleShape face_box(translate(X_ROWS/4, Y_LINES/2));
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face_box.setPosition(translate(X_ROWS/3+2,2));
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face_box.setPosition(translate(2,2));
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face_box.setOutlineColor(sf::Color(50, 200, 25));
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face_box.setOutlineColor(sf::Color(50, 200, 25));
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face_box.setOutlineThickness(10);
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face_box.setOutlineThickness(10);
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face_box.setFillColor(sf::Color(200, 250, 200));
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face_box.setFillColor(sf::Color(200, 250, 200));
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window.draw(face_box);
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window.draw(face_box);
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constexpr int hp_box_len = 44;
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sf::RectangleShape stats_box(translate(X_ROWS - X_ROWS/4 - 5, Y_LINES/2));
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stats_box.setPosition(translate(X_ROWS/4 + 4, 2));
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stats_box.setOutlineColor(sf::Color(50, 200, 25));
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stats_box.setOutlineThickness(10);
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stats_box.setFillColor(sf::Color(0, 0, 0));
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window.draw(stats_box);
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constexpr int hp_box_len = 45;
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int current_hp = (float(game.hit_points) / float(game.starting_hp)) * float(hp_box_len);
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int current_hp = (float(game.hit_points) / float(game.starting_hp)) * float(hp_box_len);
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sf::RectangleShape hp_bar(translate(current_hp,2));
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sf::RectangleShape hp_bar(translate(current_hp,2));
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@ -147,12 +120,15 @@ void SFMLBackend::update_entities() {
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hp_box.setFillColor(sf::Color::Transparent);
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hp_box.setFillColor(sf::Color::Transparent);
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window.draw(hp_box);
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window.draw(hp_box);
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string status = fmt::format("HP {} Rounds {} Streaks {} Deaths XXX", game.hit_points, game.rounds, game.streak);
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string status = fmt::format("HP {}\nRounds {}\nStreaks {}\nDeaths {}",
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write_text(2, 18, status);
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game.hit_points, game.rounds,
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game.streak, game.deaths);
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write_text(X_ROWS/4 + 5, 2, status);
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std::time_t t = std::time(nullptr);
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string time = fmt::format("{:%r}", fmt::localtime(t));
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write_text(X_ROWS/4+1, 14, time, 2.0f);
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if(show_build_log) {
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ImGui_update();
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}
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Window_update();
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Window_update();
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show_build_log = window_active_out;
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show_build_log = window_active_out;
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@ -189,7 +165,6 @@ void SFMLBackend::startup() {
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window.setFramerateLimit(FPS);
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window.setFramerateLimit(FPS);
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window.setVerticalSyncEnabled(true);
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window.setVerticalSyncEnabled(true);
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ImGui_setup();
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}
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}
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bool SFMLBackend::is_open() {
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bool SFMLBackend::is_open() {
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@ -197,5 +172,4 @@ bool SFMLBackend::is_open() {
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}
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}
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void SFMLBackend::shutdown() {
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void SFMLBackend::shutdown() {
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SFML::Shutdown();
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}
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}
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@ -59,9 +59,7 @@ public:
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void update_entities();
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void update_entities();
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void update_log(std::vector<string> &lines);
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void update_log(std::vector<string> &lines);
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void write_text(int x, int y, string content);
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void write_text(int x, int y, string content, float size_mult=1.0f);
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void ImGui_setup();
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void ImGui_update();
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void Window_update();
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void Window_update();
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};
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};
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@ -1,8 +1,6 @@
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* Using that to redesign the starter UI.
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* Using that to redesign the starter UI.
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BUGS:
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BUGS:
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* BUG: lots of errors crash it
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* BUG: doesn't play you_died sound.
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TODO:
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TODO:
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* Add a timer to the game engine so you can set a kind of pomodoro timer and if you don't meet the goal it costs you.
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* Add a timer to the game engine so you can set a kind of pomodoro timer and if you don't meet the goal it costs you.
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