Now have all four screens showing up when needed, but now need to a way to restart the game.

This commit is contained in:
Zed A. Shaw 2026-04-02 00:38:41 -04:00
parent d03020cfef
commit 903fad871f
11 changed files with 110 additions and 26 deletions

View file

@ -27,6 +27,11 @@
"frame_width": 256,
"frame_height": 256
},
"open_vent":
{"path": "assets/sprites/open_vent.png",
"frame_width": 256,
"frame_height": 256
},
"dead_body":
{"path": "assets/sprites/dead_body.png",
"frame_width": 256,

View file

@ -17,6 +17,24 @@
{"_type": "Sprite", "name": "ladder_down", "width": 256, "height": 256, "scale": 1.0}
]
},
"OPEN_VENT": {
"id": "OPEN_VENT",
"name": "Open Vent",
"placement": "fixed",
"description": "Your Goal.",
"inventory_count": 0,
"randomized": false,
"components": [
{"_type": "Tile", "display": 6106,
"foreground": "devices/fg:stairs_down",
"background": "devices/bg:stairs_down"
},
{"_type": "Device",
"config": {},
"events": ["STAIRS_DOWN"]},
{"_type": "Sprite", "name": "open_vent", "width": 256, "height": 256, "scale": 1.0}
]
},
"DEAD_BODY_LOOTABLE": {
"id": "DEAD_BODY_LOOTABLE",
"name": "Grave Stone",

View file

@ -6,7 +6,7 @@
"foreground": "enemies/fg:player",
"background": "color:transparent"
},
{"_type": "Combat", "max_hp": 200, "max_ap": 12, "ap_delta": 6, "damage": 20, "dead": false,
{"_type": "Combat", "max_hp": 200, "max_ap": 12, "ap_delta": 6, "damage": 200,
"body_parts": {
"head": 200,
"chest": 200,
@ -30,7 +30,7 @@
"foreground": "enemies/fg:rat_giant",
"background": "color:transparent"
},
{"_type": "Combat", "max_hp": 50, "max_ap": 12, "ap_delta": 6,"damage": 30, "dead": false,
{"_type": "Combat", "max_hp": 50, "max_ap": 12, "ap_delta": 6,"damage": 30,
"body_parts": {
"head": 50,
"chest": 50,

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@ -25,10 +25,7 @@ namespace components {
dbc::check(hp >= 0, "HP went negative");
// don't hit dead parts
if(hp == 0) {
dbc::log("IT's zero.");
return;
}
if(hp == 0) return;
// don't go below 0
body_parts[name] = std::max(0, hp - my_dmg);
@ -36,7 +33,9 @@ namespace components {
}
bool Combat::less_than(int level) {
return body_parts["head"] <= level || body_parts["stomach"] <= level || body_parts["chest"] <= level;
return body_parts["head"] <= level
|| body_parts["stomach"] <= level
|| body_parts["chest"] <= level;
}
bool Combat::is_dead() {

View file

@ -131,7 +131,7 @@ namespace components {
int ap = 0;
/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
bool dead = false;
bool has_died = false;
bool less_than(int level);
int attack(Combat &target);

View file

@ -195,13 +195,14 @@ void System::death() {
world.query<Combat>([&](auto ent, auto &combat) {
// bring out yer dead
if(combat.is_dead() && !combat.dead) {
combat.dead = true;
if(!combat.has_died && combat.is_dead()) {
combat.has_died = true;
if(ent != player.entity) {
// we won't change out the player's components later
dead_things.push_back(ent);
}
// we need to send this event for everything that dies
dbc::log("SENT DEATH!");
world.send<game::Event>(game::Event::DEATH, ent, {});
} else if(combat.almost_dead()) {
// if enemies are below 50% health they are marked with bad health
@ -304,7 +305,7 @@ void System::collision() {
for(auto entity : nearby) {
if(world.has<Combat>(entity)) {
auto combat = world.get<Combat>(entity);
if(!combat.dead) {
if(!combat.has_died) {
combat_count++;
world.send<game::Event>(game::Event::COMBAT_START, entity, entity);
}

View file

@ -29,7 +29,6 @@ namespace gui {
auto gui_id = $gui.entity(name);
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
$gui.set<Rectangle>(gui_id, {1, THEME.TRANSPARENT});
$gui.set<Meter>(gui_id, {1.0f, THEME.DARK_MID, {}});
}

View file

@ -31,7 +31,10 @@ namespace gui {
void FSM::event(Event ev, std::any data) {
switch($state) {
FSM_STATE(State, START, ev);
FSM_STATE(State, START_SCREEN, ev);
FSM_STATE(State, START_SCENE, ev);
FSM_STATE(State, DEATH_SCENE, ev);
FSM_STATE(State, WIN_SCENE, ev);
FSM_STATE(State, NEXT_LEVEL_SCENE, ev);
FSM_STATE(State, MOVING, ev);
FSM_STATE(State, ATTACKING, ev, data);
FSM_STATE(State, ROTATING, ev);
@ -56,19 +59,16 @@ namespace gui {
$status_ui.init();
run_systems();
$cur_scene = $scenes["STARTING"];
dbc::check($cur_scene != nullptr, "No STARTING scene?!");
state(State::START_SCREEN);
show_scene("STARTING");
state(State::START_SCENE);
}
void FSM::START_SCREEN(Event ev) {
void FSM::START_SCENE(Event ev) {
using enum Event;
switch(ev) {
case MOUSE_CLICK:
dbc::log("CLICK!");
$cur_scene = nullptr;
close_scene();
state(State::IDLE);
break;
case MOUSE_MOVE: {
@ -81,6 +81,46 @@ namespace gui {
}
}
void FSM::DEATH_SCENE(Event ev) {
using enum Event;
switch(ev) {
case MOUSE_CLICK:
show_scene("STARTING");
state(State::START_SCENE);
break;
default:
break;
}
}
void FSM::WIN_SCENE(Event ev) {
using enum Event;
switch(ev) {
case MOUSE_CLICK:
show_scene("STARTING");
state(State::START_SCENE);
break;
default:
break;
}
}
void FSM::NEXT_LEVEL_SCENE(Event ev) {
using enum Event;
switch(ev) {
case MOUSE_CLICK:
next_level();
close_scene();
state(State::IDLE);
break;
default:
break;
}
}
void FSM::MOVING(Event ) {
// this should be an optional that returns a point
if(auto move_to = $main_ui.play_move()) {
@ -417,15 +457,17 @@ namespace gui {
event(Event::ATTACK, data);
break;
case eGUI::STAIRS_DOWN:
next_level();
state(State::IDLE);
show_scene("NEXT_LEVEL");
state(State::NEXT_LEVEL_SCENE);
break;
case eGUI::DEATH: {
$status_ui.update();
if(entity != player.entity) {
$main_ui.dead_entity(entity);
} else {
dbc::log("NEED TO HANDLE PLAYER DYING.");
show_scene("DEATH");
state(State::DEATH_SCENE);
}
} break;
case eGUI::NOOP: {
@ -459,4 +501,13 @@ namespace gui {
run_systems();
}
void FSM::show_scene(const std::string& name) {
dbc::check($scenes.contains(name), $F("$scenes does not contain {}", name));
$cur_scene = $scenes[name];
}
void FSM::close_scene() {
$cur_scene = nullptr;
}
}

View file

@ -16,7 +16,10 @@
namespace gui {
enum class State {
START=__LINE__,
START_SCREEN=__LINE__,
START_SCENE=__LINE__,
DEATH_SCENE=__LINE__,
WIN_SCENE=__LINE__,
NEXT_LEVEL_SCENE=__LINE__,
MOVING=__LINE__,
ATTACKING=__LINE__,
ROTATING=__LINE__,
@ -50,7 +53,10 @@ namespace gui {
void event(game::Event ev, std::any data={});
void START(game::Event ev);
void START_SCREEN(game::Event ev);
void START_SCENE(game::Event ev);
void WIN_SCENE(game::Event ev);
void DEATH_SCENE(game::Event ev);
void NEXT_LEVEL_SCENE(game::Event ev);
void IDLE(game::Event ev, std::any data);
void MOVING(game::Event ev);
void ATTACKING(game::Event ev, std::any data);
@ -72,5 +78,7 @@ namespace gui {
void next_level();
void debug_render();
void take_screenshot();
void show_scene(const std::string& name);
void close_scene();
};
}

View file

@ -33,7 +33,10 @@ int main(int argc, char* argv[]) {
// BUG: need to sort out how to deal with this in the FSM
if(main.in_state(gui::State::IDLE)
|| main.in_state(gui::State::START_SCREEN)
|| main.in_state(gui::State::START_SCENE)
|| main.in_state(gui::State::WIN_SCENE)
|| main.in_state(gui::State::DEATH_SCENE)
|| main.in_state(gui::State::NEXT_LEVEL_SCENE)
|| main.in_state(gui::State::LOOTING))
{
main.handle_keyboard_mouse();