Now have sounds and shaders working on the button for each of the different elements.

master
Zed A. Shaw 1 day ago
parent eb350698aa
commit 2fb1687997
  1. 5
      assets/config.json
  2. BIN
      assets/sounds/electric_shock_01.ogg
  3. BIN
      assets/sounds/fireball_01.ogg
  4. BIN
      assets/sounds/punch_cartoony.ogg
  5. 43
      combat_ui.cpp
  6. 4
      combat_ui.hpp
  7. 2
      guecs.hpp

@ -19,7 +19,10 @@
"pickup": "assets/sounds/pickup.ogg",
"ambient_1": "assets/sounds/ambient_1.ogg",
"ui_click": "assets/sounds/ui_click.ogg",
"ui_hover": "assets/sounds/ui_hover.ogg"
"ui_hover": "assets/sounds/ui_hover.ogg",
"punch_cartoony": "assets/sounds/punch_cartoony.ogg",
"electric_shock_01": "assets/sounds/electric_shock_01.ogg",
"fireball_01": "assets/sounds/fireball_01.ogg"
},
"sprites": {
"gold_savior":

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@ -15,31 +15,20 @@ namespace gui {
"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
}
void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name) {
DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
const std::string &sound, const std::string &effect_name)
{
(void)label;
auto button = $gui.entity(name);
$gui.set<Sprite>(button, {icon_name});
// $gui.set<Rectangle>(button, {});
$gui.set<Sound>(button, {"ui_click"});
// $gui.set<Label>(button, {label});
$gui.set<Effect>(button, {.duration=0.1f});
$gui.set<Sound>(button, {sound});
$gui.set<Effect>(button, {.duration=1.0f, .name=effect_name});
$gui.set<Clickable>(button,
guecs::make_action(*$level.world, event, {action}));
}
inline std::string temp_pick_icon_for_element(combat::RitualAction& ritual) {
using enum combat::RitualElement;
switch(ritual.element) {
case FIRE:
return "broken_yoyo-64";
break;
case LIGHTNING:
return "stone_doll_cursed-64";
break;
default:
return "severed_finger-64";
}
return button;
}
void CombatUI::init() {
@ -51,8 +40,24 @@ namespace gui {
std::string name = fmt::format("button_{}", slot);
std::wstring label = fmt::format(L"Attack {}", slot+1);
auto& ritual = the_belt.get(slot);
make_button(name, label, Events::GUI::ATTACK, slot,
temp_pick_icon_for_element(ritual));
using enum combat::RitualElement;
switch(ritual.element) {
case FIRE:
make_button(name, label, Events::GUI::ATTACK,
slot, "broken_yoyo-64", "fireball_01", "flame");
break;
case LIGHTNING:
make_button(name, label, Events::GUI::ATTACK,
slot, "stone_doll_cursed-64", "electric_shock_01", "lightning");
break;
default:
make_button(name, label, Events::GUI::ATTACK,
slot, "severed_finger-64", "punch_cartoony", "ui_shader");
}
}
}

@ -17,6 +17,8 @@ namespace gui {
void render(sf::RenderWindow& window);
void update_level(GameLevel &level);
bool mouse(float x, float y, bool hover);
void make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name);
DinkyECS::Entity make_button(std::string name, std::wstring label,
Events::GUI event, int action, const std::string &icon_name,
const std::string &sound, const std::string &effect_name);
};
}

@ -213,7 +213,7 @@ namespace guecs {
if($world.has<Effect>(ent)) {
auto& shader = $world.get<Effect>(ent);
if(shader.$active) {
if(shader.$active && !is_shape) {
auto ptr = shader.checkout_ptr();
ptr->setUniform("is_shape", is_shape);
// NOTE: this is needed because SFML doesn't handle shared_ptr

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