HP bar is working, and next just need to make the combat gui actually work.

Zed A. Shaw 3 weeks ago
parent 3ec2bf4784
commit 232c994347
  1. 22
      combat_ui.cpp
  2. 1
      combat_ui.hpp

@ -11,27 +11,31 @@ namespace gui {
{
bool good = $layout.parse($grid);
dbc::check(good, "failed to parse combat layout");
render();
}
void CombatUI::render() {
$background.setPosition({float($layout.grid_x), float($layout.grid_y)});
$background.setSize({float($layout.grid_w), float($layout.grid_h)});
$background.setFillColor({0, 0, 0});
for(auto& [name, cell] : $layout.cells) {
sf::RectangleShape shape;
shape.setPosition({float(cell.x + 3), float(cell.y + 3)});
shape.setSize({float(cell.w - 6), float(cell.h - 6)});
shape.setFillColor({100, 100, 100});
shape.setOutlineColor({200, 200, 200});
shape.setOutlineThickness(1);
if(name.starts_with("button_")) {
shape.setOutlineColor({200, 200, 200});
shape.setOutlineThickness(1);
sf::Text label($font, name);
auto bounds = label.getLocalBounds();
auto label_cell = lel::center(bounds.size.x, bounds.size.y, cell);
// this stupid / 2 is because SFML renders from baseline rather than from the claimed bounding box
label.setPosition({float(label_cell.x), float(label_cell.y) - label_cell.h / 2});
$labels.push_back(label);
} else if(name == "bar_hp") {
shape.setFillColor({50, 200, 50});
}
$shapes.insert_or_assign(name, shape);
@ -39,6 +43,16 @@ namespace gui {
}
void CombatUI::draw(sf::RenderWindow& window) {
auto &player = $level.world->get_the<components::Player>();
auto &combat = $level.world->get<components::Combat>(player.entity);
auto &hp_shape = $shapes.at("bar_hp");
auto &hp_cell = $layout.cells.at("bar_hp");
float hp_now = float(combat.hp) / float(combat.max_hp) * float(hp_cell.w);
hp_shape.setSize({std::max(hp_now, 0.0f), float(hp_cell.h - 6)});
window.draw($background);
for(auto& [name, shape] : $shapes) {
window.draw(shape);
}

@ -16,6 +16,7 @@ namespace gui {
lel::Parser $layout;
GameLevel $level;
sf::Font $font;
sf::RectangleShape $background;
std::unordered_map<std::string, sf::RectangleShape> $shapes;
std::unordered_map<std::string, sf::RectangleShape> $label_boxes;
std::vector<sf::Text> $labels;

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