The level number is now displayed on the next level screen.

This commit is contained in:
Zed A. Shaw 2026-04-04 15:32:42 -04:00
parent b5c2fc3b5f
commit bc0912e577
11 changed files with 84 additions and 46 deletions

View file

@ -83,8 +83,13 @@
"frame_width": 1920,
"frame_height": 1080
},
"test_story":
{"path": "assets/stories/test_storyboard.png",
"intro_story":
{"path": "assets/stories/intro_story.png",
"frame_width": 1280,
"frame_height": 720
},
"win_story":
{"path": "assets/stories/win_story.png",
"frame_width": 1280,
"frame_height": 720
}
@ -119,6 +124,6 @@
},
"game_play": {
"levels_to_win": 4,
"help_text": "WASD moves\nQE rotates\nSpace attacks\nESC close\nRight-Click to heal\nClick on Ladders\nDev Tools:\nP: Debug\nZ: Mind Reader\nN: Next Level\nK: Die\nH/F1: Help\nF5: Screenshot\nReach Level 5 to Win\nAttack to Get Gud\nGet Hit to Get Tuff"
"help_text": "WASD moves\nQE rotates\nSpace attacks\nESC close\nRight-Click to heal\nClick on Ladders\nDev Tools:\nP: Debug\nZ: Mind Reader\nN: Next Level\nK: Die\nH/F1: Help\nF5: Screenshot\nExit Level 5 to Win\nAttack to Get Gud\nGet Hit to Get Tuff"
}
}

View file

@ -24,8 +24,10 @@
},
"NEXT_LEVEL": {
"layout": [
"[_|_|_|_|_|_]",
"[_|_|_|*%(200,100)buttons|_|_]"
"[_]",
"[_|_|_|*%(200,100)text|_|_]",
"[_|_|_|*%(200,200)buttons|_|_]",
"[_]"
],
"background": "next_level_scene",
"actors": [
@ -47,22 +49,11 @@
},
"STARTING": {
"layout": [
"[_|*%(200, 200)ag_bot|_|=*%(200,100)speech|_|_]",
"[_|_|_ |*%(200,100)buttons|_|_]"
"[_|_|_|_|_|_]",
"[_|_|_|*%(200,100)buttons|_|_]"
],
"background": "starting_scene",
"actors": [
{
"name": "ag_bot",
"sprite": "ag_bot",
"cell": "ag_bot",
"scale_x": 0.65,
"scale_y": 0.65,
"x": -40,
"y": 70,
"at_mid": false,
"flipped": false
}
],
"fixtures": [
],
@ -70,7 +61,6 @@
"layout": [
"[_]",
"[_|=*%(300, 100)Start|_|_|_]",
"[_|=*%(300, 100)About|_|_|_]",
"[_|=*%(300, 100)Quit|_|_|_]",
"[_]"
],

View file

@ -1,7 +1,7 @@
{
"intro_story":
{"_type": "Storyboard",
"image": "test_story",
"image": "intro_story",
"audio": "test_story",
"layout": [
"[a|b|c1]",
@ -22,5 +22,19 @@
["00:13", "i","shake", "60"],
["00:14", "i","bounce", "60"]
]
},
"win_story":
{"_type": "Storyboard",
"image": "win_story",
"audio": "test_story",
"layout": [
"[a|b|c1]",
"[d|e|c2]",
"[g|h|i]"
],
"beats": [
["00:00", "a","pan", "60"],
["00:01", "b","shake", "30"]
]
}
}

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@ -31,7 +31,7 @@ namespace scene {
bool at_mid = config["at_mid"];
sf::Text text(*$ui.$font, "", 60);
sf::Text text(*$gui.$font, "", 60);
return {name, st, anim, cell, {scale_x, scale_y}, {x, y}, at_mid, flipped, nullptr, text};
}
@ -60,12 +60,12 @@ namespace scene {
void Engine::init() {
dbc::log($F("initialized scene with background {}", $scene.background));
$ui.position(SCENE_VIEW_X, SCENE_VIEW_Y, SCENE_VIEW_WIDTH, SCENE_VIEW_HEIGHT);
$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
auto& background = $ui.get<guecs::Background>($ui.MAIN);
$gui.position(SCENE_VIEW_X, SCENE_VIEW_Y, SCENE_VIEW_WIDTH, SCENE_VIEW_HEIGHT);
$gui.set<guecs::Background>($gui.MAIN, {$gui.$parser, guecs::THEME.TRANSPARENT});
auto& background = $gui.get<guecs::Background>($gui.MAIN);
background.set_sprite($scene.background, true);
$ui.layout($layout);
$gui.layout($layout);
for(auto& actor : $actors) {
actor.pos = position_sprite(actor.st, actor.cell,
@ -76,6 +76,17 @@ namespace scene {
fixture.pos = position_sprite(fixture.st, fixture.cell,
fixture.scale, fixture.at_mid, fixture.pos.x, fixture.pos.y);
}
if($gui.contains("text")) {
auto text_id = $gui.entity("text");
auto bg_color = guecs::THEME.DARK_DARK;
bg_color.a = 100;
// BUG: guecs should initialize anything added if it needs it
$gui.set<guecs::Rectangle>(text_id, {0, bg_color});
$gui.set<guecs::Text>(text_id, {L"", 55});
}
$gui.init();
}
void Engine::apply_effect(const std::string& actor, const std::string& shader) {
@ -94,11 +105,11 @@ namespace scene {
}
bool Engine::mouse(float x, float y, guecs::Modifiers mods) {
return $ui.mouse(x, y, mods);
return $gui.mouse(x, y, mods);
}
void Engine::render(sf::RenderTexture& view) {
$ui.render(view);
$gui.render(view);
for(auto& fixture : $fixtures) {
view.draw(*fixture.st.sprite, fixture.effect.get());
@ -110,7 +121,7 @@ namespace scene {
}
$camera.render(view);
if(DEBUG) $ui.debug_layout(view);
if(DEBUG) $gui.debug_layout(view);
// BUG: should I do this here or let the caller do it?
view.display();
@ -158,7 +169,7 @@ namespace scene {
}
sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff, float y_diff) {
auto& cell = $ui.cell_for(cell_name);
auto& cell = $gui.cell_for(cell_name);
float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y);
@ -203,4 +214,11 @@ namespace scene {
void Engine::reset(sf::RenderTexture& view) {
$camera.reset(view);
}
void Engine::set_text(const std::string& content) {
if($gui.contains("text")) {
auto el = $gui.get_if<guecs::Text>($gui.entity("text"));
el->text->setString(guecs::to_wstring(content));
}
}
}

View file

@ -29,7 +29,7 @@ namespace scene {
struct Engine {
sf::Clock $clock;
guecs::UI $ui;
guecs::UI $gui;
components::AnimatedScene& $scene;
std::string $layout;
std::unordered_map<std::string, int> $actor_name_ids;
@ -46,7 +46,7 @@ namespace scene {
void attach_text(const std::string& actor, const std::string& text);
nlohmann::json& buttons() { return $scene.buttons; };
lel::Cell& button_cell() { return $ui.cell_for("buttons"); }
lel::Cell& button_cell() { return $gui.cell_for("buttons"); }
Element config_scene_element(nlohmann::json& config, bool duped);
@ -60,5 +60,6 @@ namespace scene {
void zoom(float mid_x, float mid_y, const std::string& style, float scale);
void reset(sf::RenderTexture& view);
void set_end_cb(std::function<void()> cb);
void set_text(const std::string& content);
};
}

View file

@ -592,8 +592,9 @@ namespace gui {
auto config = settings::get("config");
size_t levels_to_win = config["game_play"]["levels_to_win"];
if(level.index <= levels_to_win) {
if(level.index < levels_to_win) {
show_scene("NEXT_LEVEL");
$cur_scene->set_text(fmt::format("ENTERING\nLEVEL\n{}", level.index+2));
state(State::NEXT_LEVEL_SCENE);
} else {
show_scene("WIN");

View file

@ -29,22 +29,26 @@ namespace gui {
auto& button_cell = $scene.button_cell();
$ui.position(button_cell.x, button_cell.y, button_cell.w, button_cell.h);
$ui.layout(layout);
$gui.position(button_cell.x, button_cell.y, button_cell.w, button_cell.h);
$gui.layout(layout);
for(auto& [name, cell] : $ui.cells()) {
auto ui_id = $ui.entity(name);
$ui.set<guecs::Text>(ui_id, {guecs::to_wstring(name)});
$ui.set<guecs::Rectangle>(ui_id, {});
$ui.set<guecs::Effect>(ui_id, {});
for(auto& [name, cell] : $gui.cells()) {
auto ui_id = $gui.entity(name);
$gui.set<guecs::Text>(ui_id, {guecs::to_wstring(name)});
$gui.set<guecs::Rectangle>(ui_id, {5, guecs::THEME.DARK_MID});
$gui.set<guecs::Effect>(ui_id, {});
if(actions.contains(name)) {
auto event_id = actions[name];
$ui.set<guecs::Clickable>(ui_id, guecs::make_action(ui_id, event_id));
$gui.set<guecs::Clickable>(ui_id, guecs::make_action(ui_id, event_id));
}
}
$ui.init();
$gui.init();
}
void SceneUI::set_text(const std::string& text) {
$scene.set_text(text);
}
void SceneUI::render(sf::RenderTarget &target) {
@ -52,8 +56,8 @@ namespace gui {
target.draw($view_sprite);
if(has_buttons) {
$ui.render(target);
if(DEBUG) $ui.debug_layout(target);
$gui.render(target);
if(DEBUG) $gui.debug_layout(target);
}
}
@ -63,7 +67,7 @@ namespace gui {
bool SceneUI::mouse(float x, float y, guecs::Modifiers mods) {
$scene.mouse(x, y, mods);
$ui.mouse(x, y, mods);
$gui.mouse(x, y, mods);
return false;
}

View file

@ -13,7 +13,7 @@ namespace gui {
AnimatedScene $scene_data{load_scene(name)};
scene::Engine $scene{$scene_data};
bool has_buttons = false;
guecs::UI $ui;
guecs::UI $gui;
AnimatedScene load_scene(const std::string& name);
void create_buttons(nlohmann::json& buttons);
@ -22,5 +22,6 @@ namespace gui {
void render(sf::RenderTarget &target);
void update();
bool mouse(float x, float y, guecs::Modifiers mods);
void set_text(const std::string& text);
};
}

View file

@ -32,12 +32,16 @@ namespace gui {
for(auto& [name, cell] : $gui.cells()) {
auto gui_id = $gui.entity(name);
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
if(name.starts_with("body_")) {
auto& cell = $gui.cell_for(name);
$body_ui.init(cell.x, cell.y, cell.w, cell.h);
} else {
// don't show inventory names
if(!name.starts_with("inv")) {
$gui.set<Text>(gui_id, {guecs::to_wstring(name)});
}
$gui.set<Rectangle>(gui_id, {});
$gui.set<Clickable>(gui_id, {
guecs::make_action(gui_id, game::Event::INV_SELECT, {gui_id})