#include "guecs/sfml/backend.hpp" #include "guecs/sfml/components.hpp" #include "guecs/sfml/sound.hpp" #include "guecs/ui.hpp" #include #include #include #include #include "dbc.hpp" constexpr const int SCREEN_WIDTH=1280; constexpr const int SCREEN_HEIGHT=720; constexpr const int FRAME_LIMIT=60; constexpr const bool VSYNC=true; using std::string, std::wstring; enum class Event { CLICKER, GIVE_TREAT, GIVE_FOOD, GIVE_WATER, GIVE_PETS, WORK }; struct Shake { float scale_factor = 0.05f; int frames = 10; float ease_rate = 0.1f; bool playing = false; int current = 0; float x=0.0; float y=0.0; float w=0.0; float h=0.0; sf::Vector2f initial_scale; float ease() { float tick = float(frames) / float(current) * ease_rate; return (std::sin(tick) + 1.0) / 2.0; } void init(lel::Cell& cell) { x = cell.x; y = cell.y; w = cell.w; h = cell.h; } void play(guecs::Sprite& sprite) { if(!playing) { playing = true; current = 0; initial_scale = sprite.sprite->getScale(); } } void render(guecs::Sprite& sprite) { current++; if(playing && current < frames) { float tick = ease(); sf::Vector2f scale{ std::lerp(initial_scale.x, initial_scale.x + scale_factor, tick), std::lerp(initial_scale.y, initial_scale.y + scale_factor, tick)}; sprite.sprite->setScale(scale); } else { playing = false; current = 0; sprite.sprite->setScale(initial_scale); } } }; struct GameState { bool at_work = false; }; static GameState GAME; std::unordered_map STATS { {"Food", 0L}, {"Water", 0L}, {"Money", 100L}, {"Mood", 0L} }; std::unordered_map EVENTS { {"GiveTreat", Event::GIVE_TREAT}, {"GiveFood", Event::GIVE_FOOD}, {"GiveWater", Event::GIVE_WATER}, {"GivePets", Event::GIVE_PETS}, {"Work", Event::WORK} }; struct ClickerUI { guecs::UI $gui; guecs::Entity $clicker; ClickerUI() { $gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); $gui.layout( "[Food|_|*%(300,400)clicker|_|_|_]" "[Water|_|_ |_|_|_]" "[Mood|_|_ |_|_|_]" "[Money|_|_ |_|_|_]" "[GiveTreat|GiveFood|GiveWater|GivePets|Work]"); } std::wstring make_stat_label(const std::string& name) { return fmt::format(L"{}:\n{}", guecs::to_wstring(name), STATS.at(name)); } void init() { $gui.set($gui.MAIN, {$gui.$parser, {0, 0, 0, 255}}); for(auto& [name, cell] : $gui.cells()) { auto id = $gui.entity(name); if(name != "clicker") { $gui.set(id, {}); if(STATS.contains(name)) { $gui.set(id, { make_stat_label(name) }); } else { dbc::check(EVENTS.contains(name), fmt::format("INVALID EVENT {}, not in EVENTS map", name)); $gui.set(id, {}); $gui.set(id, { [&](auto, auto) { handle_button(EVENTS.at(name)); } }); $gui.set(id, { guecs::to_wstring(name) }); } } } $clicker = $gui.entity("clicker"); $gui.set($clicker, {"clicker_the_dog"}); $gui.set($clicker, {"clicker_bark"}); $gui.set($clicker, { [&](auto, auto) { handle_button(Event::CLICKER); } }); // custom components need to be initialized manually $gui.set_init($clicker, {}); $gui.init(); } void render(sf::RenderWindow& window) { auto& shaker = $gui.get($clicker); if(shaker.playing) { auto& sprite = $gui.get($clicker); shaker.render(sprite); window.clear(); } $gui.render(window); // $gui.debug_layout(window); } void mouse(float x, float y, bool hover) { $gui.mouse(x, y, hover); } void update_stats() { for(auto& [name, stat] : STATS) { auto gui_id = $gui.entity(name); auto& text = $gui.get(gui_id); text.update(make_stat_label(name)); } } void handle_button(Event ev) { bool is_happy = false; auto& shaker = $gui.get($clicker); auto& sprite = $gui.get($clicker); using enum Event; switch(ev) { case CLICKER: // fallthrough case GIVE_PETS: STATS["Mood"]++; is_happy = true; break; case GIVE_TREAT: STATS["Food"]++; STATS["Mood"]++; STATS["Money"]--; is_happy = true; break; case GIVE_FOOD: STATS["Food"]++; STATS["Money"]--; is_happy = true; break; case GIVE_WATER: STATS["Water"]++; STATS["Money"]--; is_happy = true; break; case WORK: GAME.at_work = true; break; default: assert(false && "invalid event"); } update_stats(); if(is_happy) shaker.play(sprite); } }; struct WorkComputerUI { guecs::UI $gui; WorkComputerUI() { $gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); $gui.layout( "[*%(100,200)clicker|a2 |a3|a4|a5 |*%(100,200)postit1]" "[_ |a9 |*%(300,300)computer|_|_|_]" "[a15 |a16|_ |_|_|*%(100,200)postit2]" "[*%(100,200)coffee |a23|_ |_|_|_]" "[_ |a50|a51|a52|a53|a54]"); } void init() { guecs::Background bg{$gui.$parser}; bg.set_sprite("work_computer"); $gui.set($gui.MAIN, bg); $gui.init(); } void render(sf::RenderWindow& window) { $gui.render(window); $gui.debug_layout(window); } void mouse(float x, float y, bool hover) { $gui.mouse(x, y, hover); } }; int main() { sfml::Backend backend; sound::mute(true); guecs::init(&backend); sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Clicker the Dog"); window.setFramerateLimit(FRAME_LIMIT); window.setVerticalSyncEnabled(VSYNC); ClickerUI clicker; clicker.init(); WorkComputerUI computer; computer.init(); while(window.isOpen()) { while (const auto event = window.pollEvent()) { if(event->is()) { window.close(); } if(const auto* mouse = event->getIf()) { if(mouse->button == sf::Mouse::Button::Left) { sf::Vector2f pos = window.mapPixelToCoords(mouse->position); if(GAME.at_work) { computer.mouse(pos.x, pos.y, false); } else { clicker.mouse(pos.x, pos.y, false); } } } } if(GAME.at_work) { window.clear(); computer.render(window); } else { clicker.render(window); } window.display(); } }