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317 lines
7.7 KiB
317 lines
7.7 KiB
#include "guecs/sfml/backend.hpp"
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#include "guecs/sfml/components.hpp"
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#include "guecs/sfml/sound.hpp"
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#include "guecs/ui.hpp"
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#include "guecs/theme.hpp"
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#include <fmt/xchar.h>
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#include <deque>
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#include <iostream>
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#include <unordered_map>
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#include "dbc.hpp"
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constexpr const int SCREEN_WIDTH=1280;
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constexpr const int SCREEN_HEIGHT=720;
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constexpr const int FRAME_LIMIT=60;
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constexpr const bool VSYNC=true;
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using std::string, std::wstring;
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enum class Event {
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CLICKER, GIVE_TREAT, GIVE_FOOD, GIVE_WATER, GIVE_PETS, WORK
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};
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struct Shake {
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float scale_factor = 0.05f;
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int frames = 10;
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float ease_rate = 0.1f;
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bool playing = false;
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int current = 0;
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float x=0.0;
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float y=0.0;
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float w=0.0;
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float h=0.0;
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sf::Vector2f initial_scale;
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float ease() {
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float tick = float(frames) / float(current) * ease_rate;
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return (std::sin(tick) + 1.0) / 2.0;
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}
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void init(lel::Cell& cell) {
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x = cell.x;
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y = cell.y;
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w = cell.w;
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h = cell.h;
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}
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void play(guecs::Sprite& sprite) {
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if(!playing) {
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playing = true;
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current = 0;
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initial_scale = sprite.sprite->getScale();
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}
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}
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void render(guecs::Sprite& sprite) {
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current++;
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if(playing && current < frames) {
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float tick = ease();
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sf::Vector2f scale{
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std::lerp(initial_scale.x, initial_scale.x + scale_factor, tick),
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std::lerp(initial_scale.y, initial_scale.y + scale_factor, tick)};
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sprite.sprite->setScale(scale);
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} else {
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playing = false;
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current = 0;
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sprite.sprite->setScale(initial_scale);
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}
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}
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};
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struct GameState {
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bool at_work = false;
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};
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static GameState GAME;
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std::unordered_map<std::string, long> STATS {
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{"Food", 0L},
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{"Water", 0L},
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{"Money", 100L},
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{"Mood", 0L}
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};
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std::wstring make_stat_label(const std::string& name) {
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return fmt::format(L"{}:\n{}", guecs::to_wstring(name),
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STATS.at(name));
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}
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std::unordered_map<std::string, Event> EVENTS {
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{"GiveTreat", Event::GIVE_TREAT},
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{"GiveFood", Event::GIVE_FOOD},
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{"GiveWater", Event::GIVE_WATER},
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{"GivePets", Event::GIVE_PETS},
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{"Work", Event::WORK}
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};
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struct ClickerUI {
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guecs::UI $gui;
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guecs::Entity $clicker;
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ClickerUI() {
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout(
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"[Food|_|*%(300,400)clicker|_|_|_]"
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"[Water|_|_ |_|_|_]"
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"[Mood|_|_ |_|_|_]"
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"[Money|_|_ |_|_|_]"
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"[GiveTreat|GiveFood|GiveWater|GivePets|Work]");
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}
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void init() {
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$gui.set<guecs::Background>($gui.MAIN, {$gui.$parser, {0, 0, 0, 255}});
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for(auto& [name, cell] : $gui.cells()) {
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auto id = $gui.entity(name);
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if(name != "clicker") {
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$gui.set<guecs::Rectangle>(id, {});
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if(STATS.contains(name)) {
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$gui.set<guecs::Textual>(id, { make_stat_label(name) });
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} else {
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dbc::check(EVENTS.contains(name), fmt::format("INVALID EVENT {}, not in EVENTS map", name));
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$gui.set<guecs::Effect>(id, {});
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$gui.set<guecs::Clickable>(id, {
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[&](auto, auto) { handle_button(EVENTS.at(name)); }
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});
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$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
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}
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}
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}
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$clicker = $gui.entity("clicker");
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$gui.set<guecs::Sprite>($clicker, {"clicker_the_dog"});
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$gui.set<guecs::Sound>($clicker, {"clicker_bark"});
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$gui.set<guecs::Clickable>($clicker, {
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[&](auto, auto) { handle_button(Event::CLICKER); }
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});
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// custom components need to be initialized manually
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$gui.set_init<Shake>($clicker, {});
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$gui.init();
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}
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void render(sf::RenderWindow& window) {
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auto& shaker = $gui.get<Shake>($clicker);
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if(shaker.playing) {
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auto& sprite = $gui.get<guecs::Sprite>($clicker);
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shaker.render(sprite);
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window.clear();
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}
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$gui.render(window);
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// $gui.debug_layout(window);
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}
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void mouse(float x, float y, bool hover) {
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$gui.mouse(x, y, hover);
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}
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void update_stats() {
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for(auto& [name, stat] : STATS) {
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auto gui_id = $gui.entity(name);
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auto& text = $gui.get<guecs::Textual>(gui_id);
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text.update(make_stat_label(name));
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}
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}
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void handle_button(Event ev) {
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bool is_happy = false;
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auto& shaker = $gui.get<Shake>($clicker);
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auto& sprite = $gui.get<guecs::Sprite>($clicker);
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using enum Event;
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switch(ev) {
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case CLICKER: // fallthrough
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case GIVE_PETS:
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STATS["Mood"]++;
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is_happy = true;
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break;
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case GIVE_TREAT:
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STATS["Food"]++;
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STATS["Mood"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case GIVE_FOOD:
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STATS["Food"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case GIVE_WATER:
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STATS["Water"]++;
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STATS["Money"]--;
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is_happy = true;
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break;
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case WORK:
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GAME.at_work = true;
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break;
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default:
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assert(false && "invalid event");
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}
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update_stats();
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if(is_happy) shaker.play(sprite);
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}
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};
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struct WorkComputerUI {
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guecs::UI $gui;
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WorkComputerUI() {
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$gui.position(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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$gui.layout(
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"[*%(100,200)clicker|_ |_|_|_ |*%(100,200)postit1]"
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"[_ |_ |*%(300,300)computer|_|_|_]"
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"[_ |_|_ |_|_|*%(100,200)postit2]"
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"[*%(100,200)coffee |*%(100,200)floppy|_ |_|_|_]"
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"[_ |_ |_|_|_|_]");
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}
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void init() {
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guecs::Background bg{$gui.$parser};
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bg.set_sprite("work_computer");
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$gui.set<guecs::Background>($gui.MAIN, bg);
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for(auto& [name, cell] : $gui.cells()) {
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auto gui_id = $gui.entity(name);
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if(name == "clicker") {
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$gui.set<guecs::Clickable>(gui_id, {
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[&](auto,auto) { GAME.at_work = false; }
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});
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} else if(name == "computer") {
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$gui.set<guecs::Clickable>(gui_id, {
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[&](auto,auto) {
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auto text_id = $gui.entity("postit1");
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auto& text = $gui.get<guecs::Textual>(text_id);
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STATS["Money"]++;
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text.update(make_stat_label("Money"));
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}
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});
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} else {
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$gui.set<guecs::Clickable>(gui_id, {
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[&](auto,auto) { fmt::println("CLICK ON {}", name); }
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});
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}
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if(name == "postit1") {
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$gui.set<guecs::Textual>(gui_id, {
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make_stat_label("Money"), 50, guecs::THEME.BLACK, 25
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});
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}
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}
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$gui.init();
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}
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void render(sf::RenderWindow& window) {
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$gui.render(window);
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// $gui.debug_layout(window);
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}
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void mouse(float x, float y, bool hover) {
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$gui.mouse(x, y, hover);
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}
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};
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int main() {
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sfml::Backend backend;
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sound::mute(true);
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guecs::init(&backend);
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Clicker the Dog");
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window.setFramerateLimit(FRAME_LIMIT);
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window.setVerticalSyncEnabled(VSYNC);
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ClickerUI clicker;
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clicker.init();
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WorkComputerUI computer;
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computer.init();
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while(window.isOpen()) {
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while (const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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}
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if(const auto* mouse = event->getIf<sf::Event::MouseButtonPressed>()) {
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if(mouse->button == sf::Mouse::Button::Left) {
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sf::Vector2f pos = window.mapPixelToCoords(mouse->position);
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if(GAME.at_work) {
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computer.mouse(pos.x, pos.y, false);
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} else {
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clicker.mouse(pos.x, pos.y, false);
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}
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}
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}
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}
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if(GAME.at_work) {
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window.clear();
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computer.render(window);
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} else {
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clicker.render(window);
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}
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window.display();
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}
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}
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