There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP.

master
Zed A. Shaw 1 week ago
parent dac9b1b3de
commit ad1d08ca96
  1. 7
      assets/config.json
  2. BIN
      assets/sounds/hp_status_00.ogg
  3. BIN
      assets/sounds/hp_status_10.ogg
  4. BIN
      assets/sounds/hp_status_30.ogg
  5. BIN
      assets/sounds/hp_status_60.ogg
  6. BIN
      assets/sounds/hp_status_80.ogg
  7. 15
      combat_ui.cpp
  8. 2
      events.hpp
  9. 3
      gui_fsm.cpp
  10. 16
      systems.cpp
  11. 1
      systems.hpp

@ -22,7 +22,12 @@
"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"
"fireball_01": "assets/sounds/fireball_01.ogg",
"hp_status_80": "assets/sounds/hp_status_80.ogg",
"hp_status_60": "assets/sounds/hp_status_60.ogg",
"hp_status_30": "assets/sounds/hp_status_30.ogg",
"hp_status_10": "assets/sounds/hp_status_10.ogg",
"hp_status_00": "assets/sounds/hp_status_00.ogg"
},
"sprites": {
"gold_savior":

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@ -12,7 +12,9 @@ namespace gui {
{
$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
$gui.layout(
"[*%(100,150)button_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
"[button_0 | button_1 | button_2 | button_3"
"|button_4 | button_5 | button_6 | hp_gauge ]"
);
}
DinkyECS::Entity CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name,
@ -24,7 +26,7 @@ namespace gui {
// $gui.set<Rectangle>(button, {});
// $gui.set<Label>(button, {label});
$gui.set<Sound>(button, {sound});
$gui.set<Effect>(button, {.duration=1.0f, .name=effect_name});
$gui.set<Effect>(button, {.duration=0.5f, .name=effect_name});
$gui.set<Clickable>(button,
guecs::make_action(*$level.world, event, {action}));
@ -41,8 +43,6 @@ namespace gui {
std::wstring label = fmt::format(L"Attack {}", slot+1);
auto& ritual = the_belt.get(slot);
using enum combat::RitualElement;
switch(ritual.element) {
@ -52,7 +52,7 @@ namespace gui {
break;
case LIGHTNING:
make_button(name, label, Events::GUI::ATTACK,
slot, "stone_doll_cursed-64", "electric_shock_01", "lightning");
slot, "pocket_watch-64", "electric_shock_01", "lightning");
break;
default:
make_button(name, label, Events::GUI::ATTACK,
@ -61,6 +61,11 @@ namespace gui {
}
}
auto hp_gauge = $gui.entity("hp_gauge");
$gui.set<Sprite>(hp_gauge, {"stone_doll_cursed-64"});
$gui.set<Clickable>(hp_gauge,
guecs::make_action(*$level.world, Events::GUI::HP_STATUS, {}));
$gui.init();
}

@ -3,7 +3,7 @@
namespace Events {
enum GUI {
START, COMBAT, LOOT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP,
COMBAT_START, NO_NEIGHBORS,
COMBAT_START, NO_NEIGHBORS, HP_STATUS,
ATTACK, BLOCK, EVADE, HEAL,
UPDATE_SPRITE, ENEMY_SPAWN, NOOP
};

@ -396,6 +396,9 @@ namespace gui {
// std::string(item.data["name"])));
$status_ui.log(L"You picked up an item.");
} break;
case eGUI::HP_STATUS: {
System::player_status($level);
} break;
case eGUI::EVADE:
case eGUI::BLOCK:
case eGUI::HEAL:

@ -408,6 +408,22 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
return result;
}
void System::player_status(GameLevel &level) {
auto& combat = level.world->get<Combat>(level.player);
float percent = float(combat.hp) / float(combat.max_hp);
if(percent > 0.8) {
sound::play("hp_status_80");
} else if(percent > 0.6) {
sound::play("hp_status_60");
} else if(percent > 0.3) {
sound::play("hp_status_30");
} else if(percent > 0.1) {
sound::play("hp_status_10");
} else {
sound::play("hp_status_00");
}
}
std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::Entity entity) {
if(level.world->has<SpriteEffect>(entity)) {

@ -23,5 +23,6 @@ namespace System {
void combat(GameLevel &level, int attack_id);
std::shared_ptr<sf::Shader> sprite_effect(GameLevel &level, DinkyECS::Entity entity);
void player_status(GameLevel &level);
}

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