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. 45
      status_ui.cpp
  8. 8
      status_ui.hpp

@ -38,8 +38,8 @@
"player": {
},
"worldgen": {
"enemy_probability": 10,
"empty_room_probability": 1,
"enemy_probability": 30,
"empty_room_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.",
"inventory_count": 1,
"components": [
{"_type": "LightSource", "strength": 50, "radius": 1.5},
{"_type": "LightSource", "strength": 50, "radius": 2.5},
{"_type": "Tile", "display": "\u0f08",
"foreground": [24, 120, 189],
"background": [230,120, 120]

@ -11,7 +11,7 @@ constexpr const int SCREEN_WIDTH=1280;
constexpr const int SCREEN_HEIGHT=720;
constexpr const int RAY_VIEW_X=(SCREEN_WIDTH - RAY_VIEW_WIDTH);
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 NUM_SPRITES=1;
constexpr const int MAX_LOG_MESSAGES=17;

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

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

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

@ -7,18 +7,26 @@
namespace gui {
using namespace guecs;
using std::any, std::any_cast, std::string, std::make_any;
StatusUI::StatusUI(GameLevel level) :
$level(level)
{
$gui.position(STATUS_UI_X, STATUS_UI_Y, STATUS_UI_WIDTH, STATUS_UI_HEIGHT);
$gui.layout(
"[slot1 | slot2 | slot3]"
"[slot4 | slot5 | slot6]"
"[slot7 | slot8 | slot9]"
"[inv_slot1 | inv_slot2 | inv_slot3]"
"[inv_slot4 | inv_slot5 | inv_slot6]"
"[inv_slot7 | inv_slot8 | inv_slot9]"
"[*%(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() {
@ -31,9 +39,9 @@ namespace gui {
auto button = $gui.entity(name);
$gui.set<Rectangle>(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, {
[&](auto ent, auto data){ select_slot(ent, data); }
[this](auto ent, auto data){ select_slot(ent, data); }
});
}
}
@ -41,24 +49,23 @@ namespace gui {
$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 world = $level.world;
if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player);
size_t inv_id = $slots[any_cast<string>(slot_name)];
for(size_t i = 0; i < inventory.count(); i++) {
if($slots[i] == cn.name) {
auto [used, name] = inventory.use($level, i);
auto [used, name] = inventory.use($level, inv_id);
if(used) {
log(fmt::format("Used item: {}", name));
} else {
log(fmt::format("You are out of {}.", name));
}
}
}
update();
}
@ -68,7 +75,7 @@ namespace gui {
void StatusUI::update() {
if($gui.has<Textual>($log_to)) {
auto& text = $gui.get<Textual>($log_to);
std::string log;
string log;
for(auto msg : $messages) {
log += msg + "\n";
}
@ -79,15 +86,13 @@ namespace gui {
if(world->has<components::Inventory>($level.player)) {
auto& inventory = world->get<components::Inventory>($level.player);
if(inventory.count() > 0) {
size_t limit = std::min(inventory.count(), $slots.size());
for(size_t i = 0; i < limit; i++) {
auto slot = $gui.entity($slots[i]);
auto& item = inventory.get(i);
for(auto& [slot_name, inv_id] : $slots) {
if(inventory.has_item(inv_id)) {
auto slot = $gui.entity(slot_name);
auto& item = inventory.get(inv_id);
auto comp_sprite = components::get<components::Sprite>(item.data);
$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);
label.text->setString(count_label);
@ -107,7 +112,7 @@ namespace gui {
$gui.render(window);
}
void StatusUI::log(std::string msg) {
void StatusUI::log(string msg) {
$messages.push_front(msg);
if($messages.size() > MAX_LOG_MESSAGES) {
$messages.pop_back();

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

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