Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working.

master
Zed A. Shaw 2 weeks ago
parent 0878a9e978
commit dfd59065f7
  1. 4
      assets/config.json
  2. 2
      assets/items.json
  3. 2
      constants.hpp
  4. 4
      inventory.cpp
  5. 2
      inventory.hpp
  6. 4
      lights.hpp
  7. 53
      status_ui.cpp
  8. 8
      status_ui.hpp

@ -38,8 +38,8 @@
"player": { "player": {
}, },
"worldgen": { "worldgen": {
"enemy_probability": 10, "enemy_probability": 30,
"empty_room_probability": 1, "empty_room_probability": 10,
"device_probability": 10 "device_probability": 10
} }
} }

@ -5,7 +5,7 @@
"description": "A torch that barely lights the way. You wonder if it'd be better to not see the person who murders you.", "description": "A torch that barely lights the way. You wonder if it'd be better to not see the person who murders you.",
"inventory_count": 1, "inventory_count": 1,
"components": [ "components": [
{"_type": "LightSource", "strength": 50, "radius": 1.5}, {"_type": "LightSource", "strength": 50, "radius": 2.5},
{"_type": "Tile", "display": "\u0f08", {"_type": "Tile", "display": "\u0f08",
"foreground": [24, 120, 189], "foreground": [24, 120, 189],
"background": [230,120, 120] "background": [230,120, 120]

@ -11,7 +11,7 @@ constexpr const int SCREEN_WIDTH=1280;
constexpr const int SCREEN_HEIGHT=720; constexpr const int SCREEN_HEIGHT=720;
constexpr const int RAY_VIEW_X=(SCREEN_WIDTH - RAY_VIEW_WIDTH); constexpr const int RAY_VIEW_X=(SCREEN_WIDTH - RAY_VIEW_WIDTH);
constexpr const int RAY_VIEW_Y=0; constexpr const int RAY_VIEW_Y=0;
constexpr const bool VSYNC=true; constexpr const bool VSYNC=false;
constexpr const int FRAME_LIMIT=60; constexpr const int FRAME_LIMIT=60;
constexpr const int NUM_SPRITES=1; constexpr const int NUM_SPRITES=1;
constexpr const int MAX_LOG_MESSAGES=17; constexpr const int MAX_LOG_MESSAGES=17;

@ -14,6 +14,10 @@ namespace components {
items.push_back(new_item); items.push_back(new_item);
} }
bool Inventory::has_item(size_t at) {
return at < items.size();
}
InventoryItem& Inventory::get(size_t at) { InventoryItem& Inventory::get(size_t at) {
dbc::check(at < items.size(), fmt::format("inventory index {} too big", at)); dbc::check(at < items.size(), fmt::format("inventory index {} too big", at));
return items[at]; return items[at];

@ -22,6 +22,8 @@ namespace components {
bool decrease(size_t at, int count); bool decrease(size_t at, int count);
bool has_item(size_t at);
InventoryItem& get(size_t at); InventoryItem& get(size_t at);
int item_index(std::string id); int item_index(std::string id);

@ -10,8 +10,8 @@
namespace lighting { namespace lighting {
using components::LightSource; using components::LightSource;
const int MIN = 30; const int MIN = 20;
const int MAX = 105; const int MAX = 125;
class LightRender { class LightRender {
public: public:

@ -7,18 +7,26 @@
namespace gui { namespace gui {
using namespace guecs; using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) : StatusUI::StatusUI(GameLevel level) :
$level(level) $level(level)
{ {
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT); $gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout( $gui.layout(
"[slot1 | slot2 | slot3]" "[inv_slot1 | inv_slot2 | inv_slot3]"
"[slot4 | slot5 | slot6]" "[inv_slot4 | inv_slot5 | inv_slot6]"
"[slot7 | slot8 | slot9]" "[inv_slot7 | inv_slot8 | inv_slot9]"
"[*%(100,300)log_view]" "[*%(100,300)log_view]"
"[_]" "[_]"
"[_]"); "[_]");
size_t inv_id = 0;
for(auto [name, entity] : $gui.$name_ents) {
if(name.starts_with("inv_")) {
$slots[name] = inv_id++;
}
}
} }
void StatusUI::render() { void StatusUI::render() {
@ -31,9 +39,9 @@ namespace gui {
auto button = $gui.entity(name); auto button = $gui.entity(name);
$gui.set<Rectangle>(button, {}); $gui.set<Rectangle>(button, {});
$gui.set<Textual>(button, {""}); $gui.set<Textual>(button, {""});
$gui.set<ActionData>(button, {std::make_any<std::string>(name)}); $gui.set<ActionData>(button, {make_any<string>(name)});
$gui.set<Clickable>(button, { $gui.set<Clickable>(button, {
[&](auto ent, auto data){ select_slot(ent, data); } [this](auto ent, auto data){ select_slot(ent, data); }
}); });
} }
} }
@ -41,23 +49,22 @@ namespace gui {
$gui.init(); $gui.init();
} }
void StatusUI::select_slot(DinkyECS::Entity ent, std::any) { void StatusUI::select_slot(DinkyECS::Entity ent, any slot_name) {
dbc::check(slot_name.has_value(), "passed select_slot an any without a value");
auto cn = $gui.get<CellName>(ent); auto cn = $gui.get<CellName>(ent);
auto world = $level.world; auto world = $level.world;
if(world->has<components::Inventory>($level.player)) { if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player); auto& inventory = world->get<components::Inventory>($level.player);
size_t inv_id = $slots[any_cast<string>(slot_name)];
for(size_t i = 0; i < inventory.count(); i++) { auto [used, name] = inventory.use($level, inv_id);
if($slots[i] == cn.name) {
auto [used, name] = inventory.use($level, i);
if(used) { if(used) {
log(fmt::format("Used item: {}", name)); log(fmt::format("Used item: {}", name));
} else { } else {
log(fmt::format("You are out of {}.", name)); log(fmt::format("You are out of {}.", name));
}
}
} }
update(); update();
@ -68,7 +75,7 @@ namespace gui {
void StatusUI::update() { void StatusUI::update() {
if($gui.has<Textual>($log_to)) { if($gui.has<Textual>($log_to)) {
auto& text = $gui.get<Textual>($log_to); auto& text = $gui.get<Textual>($log_to);
std::string log; string log;
for(auto msg : $messages) { for(auto msg : $messages) {
log += msg + "\n"; log += msg + "\n";
} }
@ -79,15 +86,13 @@ namespace gui {
if(world->has<components::Inventory>($level.player)) { if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player); auto& inventory = world->get<components::Inventory>($level.player);
if(inventory.count() > 0) { for(auto& [slot_name, inv_id] : $slots) {
size_t limit = std::min(inventory.count(), $slots.size()); if(inventory.has_item(inv_id)) {
auto slot = $gui.entity(slot_name);
for(size_t i = 0; i < limit; i++) { auto& item = inventory.get(inv_id);
auto slot = $gui.entity($slots[i]);
auto& item = inventory.get(i);
auto comp_sprite = components::get<components::Sprite>(item.data); auto comp_sprite = components::get<components::Sprite>(item.data);
$gui.set_init<guecs::Sprite>(slot, {comp_sprite.name}); $gui.set_init<guecs::Sprite>(slot, {comp_sprite.name});
std::string count_label = fmt::format("{}", item.count); string count_label = fmt::format("{}", item.count);
auto& label = $gui.get<Textual>(slot); auto& label = $gui.get<Textual>(slot);
label.text->setString(count_label); label.text->setString(count_label);
@ -107,7 +112,7 @@ namespace gui {
$gui.render(window); $gui.render(window);
} }
void StatusUI::log(std::string msg) { void StatusUI::log(string msg) {
$messages.push_front(msg); $messages.push_front(msg);
if($messages.size() > MAX_LOG_MESSAGES) { if($messages.size() > MAX_LOG_MESSAGES) {
$messages.pop_back(); $messages.pop_back();

@ -10,14 +10,10 @@ namespace gui {
public: public:
guecs::UI $gui; guecs::UI $gui;
DinkyECS::Entity $log_to; DinkyECS::Entity $log_to;
std::array<std::string, 9> $slots = { std::map<std::string, size_t> $slots;
"slot1", "slot2", "slot3",
"slot4", "slot5", "slot6",
"slot7", "slot8", "slot9"
};
std::deque<std::string> $messages; std::deque<std::string> $messages;
GameLevel $level; GameLevel $level;
StatusUI(GameLevel level); StatusUI(GameLevel level);
void select_slot(DinkyECS::Entity ent, std::any data); void select_slot(DinkyECS::Entity ent, std::any data);
void update_level(GameLevel &level) { $level = level; } void update_level(GameLevel &level) { $level = level; }

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