Now have hotkeys to test the different start/end conditions.
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17f05e7093
commit
279faf6dd5
3 changed files with 29 additions and 16 deletions
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@ -143,6 +143,7 @@ namespace gui {
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mouse_action({1 << guecs::ModBit::hover});
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} break;
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case START:
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next_level();
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close_scene();
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state(State::IDLE);
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break;
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@ -371,15 +372,19 @@ namespace gui {
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$debug_ui.debug();
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shaders::reload();
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break;
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case KEY::L:
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// This will go away as soon as containers work
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$loot_ui.set_target($loot_ui.$temp_loot);
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$loot_ui.update();
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event(Event::LOOT_OPEN);
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case KEY::X:
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show_scene("NEXT_LEVEL");
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state(State::NEXT_LEVEL_SCENE);
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break;
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case KEY::Z:
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$main_ui.toggle_mind_reading();
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break;
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case KEY::K:
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player_died();
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break;
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case KEY::N:
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player_won();
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break;
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case KEY::F5:
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take_screenshot();
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break;
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@ -400,10 +405,6 @@ namespace gui {
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}
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void FSM::draw_gui() {
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if($debug_ui.active) {
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debug_render();
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}
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if($cur_scene != nullptr) {
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$cur_scene->render($window);
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} else {
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@ -411,6 +412,10 @@ namespace gui {
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$status_ui.render($window);
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if($loot_ui.active) $loot_ui.render($window);
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if(in_state(State::LOOTING)) $dnd_loot.render();
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if($debug_ui.active) {
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debug_render();
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}
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}
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}
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@ -508,8 +513,7 @@ namespace gui {
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if(entity != player.entity) {
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$main_ui.dead_entity(entity);
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} else {
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show_scene("DEATH");
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state(State::DEATH_SCENE);
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player_died();
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}
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} break;
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case eGUI::NOOP: {
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@ -552,4 +556,14 @@ namespace gui {
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void FSM::close_scene() {
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$cur_scene = nullptr;
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}
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void FSM::player_died() {
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show_scene("DEATH");
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state(State::DEATH_SCENE);
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}
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void FSM::player_won() {
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show_scene("WIN");
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state(State::WIN_SCENE);
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}
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}
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