A stupid idle clicker game where you have to keep an annoying dog happy.
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clicker-loves-you/main.cpp

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7.7 KiB

#include "guecs/sfml/backend.hpp"
#include "guecs/sfml/components.hpp"
#include "guecs/sfml/sound.hpp"
#include "guecs/ui.hpp"
#include "guecs/theme.hpp"
#include <fmt/xchar.h>
#include <deque>
#include <iostream>
#include <unordered_map>
#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<std::string, long> STATS {
{"Food", 0L},
{"Water", 0L},
{"Money", 100L},
{"Mood", 0L}
};
std::wstring make_stat_label(const std::string& name) {
return fmt::format(L"{}:\n{}", guecs::to_wstring(name),
STATS.at(name));
}
std::unordered_map<std::string, Event> 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]");
}
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, {});
if(STATS.contains(name)) {
$gui.set<guecs::Textual>(id, { make_stat_label(name) });
} else {
dbc::check(EVENTS.contains(name), fmt::format("INVALID EVENT {}, not in EVENTS map", name));
$gui.set<guecs::Effect>(id, {});
$gui.set<guecs::Clickable>(id, {
[&](auto, auto) { handle_button(EVENTS.at(name)); }
});
$gui.set<guecs::Label>(id, { guecs::to_wstring(name) });
}
}
}
$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 update_stats() {
for(auto& [name, stat] : STATS) {
auto gui_id = $gui.entity(name);
auto& text = $gui.get<guecs::Textual>(gui_id);
text.update(make_stat_label(name));
}
}
void handle_button(Event ev) {
bool is_happy = false;
auto& shaker = $gui.get<Shake>($clicker);
auto& sprite = $gui.get<guecs::Sprite>($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);
$gui.layout(
"[*%(100,200)clicker|_ |_|_|_ |*%(100,200)postit1]"
"[_ |_ |*%(300,300)computer|_|_|_]"
"[_ |_|_ |_|_|*%(100,200)postit2]"
"[*%(100,200)coffee |*%(100,200)floppy|_ |_|_|_]"
"[_ |_ |_|_|_|_]");
}
void init() {
guecs::Background bg{$gui.$parser};
bg.set_sprite("work_computer");
$gui.set<guecs::Background>($gui.MAIN, bg);
for(auto& [name, cell] : $gui.cells()) {
auto gui_id = $gui.entity(name);
if(name == "clicker") {
$gui.set<guecs::Clickable>(gui_id, {
[&](auto,auto) { GAME.at_work = false; }
});
} else if(name == "computer") {
$gui.set<guecs::Clickable>(gui_id, {
[&](auto,auto) {
auto text_id = $gui.entity("postit1");
auto& text = $gui.get<guecs::Textual>(text_id);
STATS["Money"]++;
text.update(make_stat_label("Money"));
}
});
} else {
$gui.set<guecs::Clickable>(gui_id, {
[&](auto,auto) { fmt::println("CLICK ON {}", name); }
});
}
if(name == "postit1") {
$gui.set<guecs::Textual>(gui_id, {
make_stat_label("Money"), 50, guecs::THEME.BLACK, 25
});
}
}
$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<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(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();
}
}