|
|
|
#include "combat_ui.hpp"
|
|
|
|
#include "constants.hpp"
|
|
|
|
#include "color.hpp"
|
|
|
|
#include "events.hpp"
|
|
|
|
|
|
|
|
namespace gui {
|
|
|
|
using namespace guecs;
|
|
|
|
|
|
|
|
CombatUI::CombatUI(GameLevel level) :
|
|
|
|
$level(level)
|
|
|
|
{
|
|
|
|
$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
|
|
|
|
$gui.layout(
|
|
|
|
"[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
|
|
|
|
"[ >.%(100,50)label_hp | *%.(198,50)bar_hp | _ ]");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CombatUI::init() {
|
|
|
|
auto& world = $gui.world();
|
|
|
|
|
|
|
|
world.set_the<Background>({$gui.$parser});
|
|
|
|
|
|
|
|
for(auto& [name, cell] : $gui.cells()) {
|
|
|
|
if(name.starts_with("button_")) {
|
|
|
|
auto button = $gui.entity(name);
|
|
|
|
world.set<Rectangle>(button, {});
|
|
|
|
world.set<Clickable>(button,
|
|
|
|
guecs::make_action(*$level.world, Events::GUI::ATTACK));
|
|
|
|
world.set<Label>(button, {"Attack"});
|
|
|
|
} else if(name.starts_with("bar_")) {
|
|
|
|
$meter = $gui.entity(name);
|
|
|
|
world.set<Rectangle>($meter, {});
|
|
|
|
world.set<Meter>($meter, {});
|
|
|
|
} else {
|
|
|
|
// ignored, it's just space
|
|
|
|
$gui.entity(name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
$gui.init();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CombatUI::render(sf::RenderWindow& window) {
|
|
|
|
auto& player_combat = $level.world->get<components::Combat>($level.player);
|
|
|
|
set_damage(float(player_combat.hp) / float(player_combat.max_hp));
|
|
|
|
$gui.render(window);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CombatUI::set_damage(float percent) {
|
|
|
|
auto& meter = $gui.world().get<Meter>($meter);
|
|
|
|
meter.percent = percent;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CombatUI::update_level(GameLevel &level) {
|
|
|
|
$level = level;
|
|
|
|
init();
|
|
|
|
}
|
|
|
|
}
|