#include "boss_fight_ui.hpp" #include "easings.hpp" #include "sound.hpp" namespace gui { BossFightUI::BossFightUI(GameLevel level) : $level(level) { $status.position(0, 0, 300, SCREEN_HEIGHT); $status.layout( "[main_status]" "[(150)status_3|(150)status_4]" "[(150)status_5|(150)status_6]" "[(150)status_7|(150)status_8]" ); $overlay.position(300, 0, SCREEN_WIDTH - 300, SCREEN_HEIGHT); $overlay.layout("[overlay_1|overlay_2|overlay_4]" "[overlay_5|overlay_6|overlay_8]" "[overlay_9|overlay_10|overlay_12]" "[overlay_13|overlay_14|overlay_16]"); $boss_background = textures::get("boss_fight_background"); auto bg_bounds = $boss_background.sprite->getLocalBounds(); $boss_background.sprite->setPosition({300, 0}); $boss_image = textures::get("boss_fight"); auto bounds = $boss_image.sprite->getLocalBounds(); float x_diff = bg_bounds.size.x / 2; $boss_image.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2}); $boss_image.sprite->setPosition({300.0f + x_diff, bounds.size.y / 2}); } void BossFightUI::init() { $status.world().set_the({$status.$parser}); for(auto& [name, cell] : $status.cells()) { auto button = $status.entity(name); $status.set(button, {}); $status.set(button, { [this, name](auto, auto){ fmt::println("STATUS: {}", name); } }); if(name == "main_status") { $status.set(button, {fmt::format("HP: {}", $boss_hp)}); } else { $status.set