A stupid idle clicker game where you have to keep an annoying dog happy.
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#include "guecs/sfml/backend.hpp"
#include "guecs/sfml/components.hpp"
#include "guecs/ui.hpp"
#include <fmt/xchar.h>
#include <deque>
#include <iostream>
constexpr const int SCREEN_WIDTH=1280;
constexpr const int SCREEN_HEIGHT=720;
constexpr const int FRAME_LIMIT=60;
constexpr const bool VSYNC=true;
bool GO_TO_WORK = false;
using std::string, std::wstring;
enum class Event {
CLICKER, A_BUTTON
};
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 ClickerUI {
guecs::UI $gui;
guecs::Entity $clicker;
ClickerUI() {
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout(
"[FoodBowl|_|*%(300,400)clicker|_|_|_]"
"[WaterBowl|_|_ |_|_|_]"
"[Mood|_|_ |_|_|_]"
"[_|_|_ |_|_|_]"
"[Treat|Food|Water|Pet|Work]");
}
void init() {
$gui.set<guecs::Background>($gui.MAIN, {$gui.$parser, {0, 0, 0, 255}});
for(auto& [name, cell] : $gui.cells()) {
auto id = $gui.entity(name);
if(name != "clicker") {
$gui.set<guecs::Rectangle>(id, {});
$gui.set<guecs::Effect>(id, {});
$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
if(name == "Work") {
$gui.set<guecs::Clickable>(id, { [&](auto, auto) {
GO_TO_WORK = true;
fmt::println("Going to Work!");
} });
} else {
$gui.set<guecs::Clickable>(id, {
[&](auto, auto) { handle_button(Event::A_BUTTON); }
});
}
}
}
$clicker = $gui.entity("clicker");
$gui.set<guecs::Sprite>($clicker, {"clicker_the_dog"});
$gui.set<guecs::Sound>($clicker, {"clicker_bark"});
$gui.set<guecs::Clickable>($clicker, {
[&](auto, auto) { handle_button(Event::CLICKER); }
});
// custom components need to be initialized manually
$gui.set_init<Shake>($clicker, {});
$gui.init();
}
void render(sf::RenderWindow& window) {
auto& shaker = $gui.get<Shake>($clicker);
if(shaker.playing) {
auto& sprite = $gui.get<guecs::Sprite>($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 handle_button(Event ev) {
using enum Event;
switch(ev) {
case CLICKER: {
auto& shaker = $gui.get<Shake>($clicker);
auto& sprite = $gui.get<guecs::Sprite>($clicker);
shaker.play(sprite);
fmt::println("CLICKER LOVES YOU!");
} break;
case A_BUTTON:
fmt::println("a button clicked");
break;
default:
assert(false && "invalid event");
}
}
};
struct WorkComputerUI {
guecs::UI $gui;
WorkComputerUI() {
$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
$gui.layout("[_|*%(300)computer|_|_|_]");
}
void init() {
auto computer = $gui.entity("computer");
$gui.set<guecs::Sprite>(computer, {"work_computer"});
$gui.set<guecs::Label>(computer, {L"Work Computer"});
$gui.set<guecs::Clickable>(computer, { [&](auto, auto) {
GO_TO_WORK = false;
fmt::println("Leaving Work!");
} });
$gui.init();
}
void render(sf::RenderWindow& window) {
$gui.render(window);
}
void mouse(float x, float y, bool hover) {
$gui.mouse(x, y, hover);
}
};
int main() {
sfml::Backend backend;
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<sf::Event::Closed>()) {
window.close();
}
if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) {
if(mouse->button == sf::Mouse::Button::Left) {
sf::Vector2f pos = window.mapPixelToCoords(mouse->position);
if(GO_TO_WORK) {
computer.mouse(pos.x, pos.y, false);
} else {
clicker.mouse(pos.x, pos.y, false);
}
}
}
}
if(GO_TO_WORK) {
window.clear();
computer.render(window);
} else {
clicker.render(window);
}
window.display();
}
}