More cleanup then starting to sort out how to make systems extensible easily.
This commit is contained in:
parent
6a0c9e8d46
commit
cbff127b40
13 changed files with 106 additions and 769 deletions
|
|
@ -49,11 +49,7 @@ namespace gui {
|
|||
// BUG: maybe this is a function on main_ui?
|
||||
auto cell = $main_ui.overlay_cell("left");
|
||||
$debug_ui.init(cell);
|
||||
|
||||
$status_ui.init();
|
||||
$map_ui.init();
|
||||
$map_ui.log(L"Welcome to the game!");
|
||||
|
||||
run_systems();
|
||||
|
||||
state(State::IDLE);
|
||||
|
|
@ -154,14 +150,10 @@ namespace gui {
|
|||
$main_ui.plan_rotate(1, DEFAULT_ROTATE);
|
||||
state(State::ROTATING);
|
||||
break;
|
||||
case MAP_OPEN:
|
||||
$map_open = !$map_open;
|
||||
break;
|
||||
case ATTACK:
|
||||
state(State::ATTACKING);
|
||||
break;
|
||||
case COMBAT_START:
|
||||
$map_open = false;
|
||||
state(State::IN_COMBAT);
|
||||
break;
|
||||
case CLOSE:
|
||||
|
|
@ -362,10 +354,6 @@ namespace gui {
|
|||
if($loot_ui.active) $loot_ui.render($window);
|
||||
|
||||
if(in_state(State::LOOTING)) $dnd_loot.render();
|
||||
|
||||
if($map_open) {
|
||||
$map_ui.render($window, $main_ui.$compass_dir);
|
||||
}
|
||||
}
|
||||
|
||||
void FSM::update() {
|
||||
|
|
@ -409,18 +397,6 @@ namespace gui {
|
|||
switch(evt) {
|
||||
case eGUI::COMBAT: {
|
||||
auto &damage = std::any_cast<components::CombatResult&>(data);
|
||||
|
||||
if(damage.enemy_did > 0) {
|
||||
$map_ui.log($F(L"Enemy HIT YOU for {} damage!", damage.enemy_did));
|
||||
} else {
|
||||
$map_ui.log(L"Enemy MISSED YOU.");
|
||||
}
|
||||
|
||||
if(damage.player_did > 0) {
|
||||
$map_ui.log($F(L"You HIT enemy for {} damage!", damage.player_did));
|
||||
} else {
|
||||
$map_ui.log(L"You MISSED the enemy.");
|
||||
}
|
||||
}
|
||||
break;
|
||||
case eGUI::COMBAT_START:
|
||||
|
|
@ -463,9 +439,6 @@ namespace gui {
|
|||
$loot_ui.update();
|
||||
event(Event::LOOT_OPEN);
|
||||
} break;
|
||||
case eGUI::HP_STATUS:
|
||||
System::player_status();
|
||||
break;
|
||||
case eGUI::ATTACK:
|
||||
event(Event::ATTACK, data);
|
||||
break;
|
||||
|
|
@ -483,7 +456,6 @@ namespace gui {
|
|||
case eGUI::NOOP: {
|
||||
if(data.type() == typeid(std::string)) {
|
||||
auto name = std::any_cast<std::string>(data);
|
||||
$map_ui.log($F(L"NOOP EVENT! {},{}", evt, entity));
|
||||
}
|
||||
} break;
|
||||
default:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue