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117 lines
3.3 KiB
117 lines
3.3 KiB
#include "boss_fight_ui.hpp"
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#include "easings.hpp"
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#include "sound.hpp"
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namespace gui {
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BossFightUI::BossFightUI(GameLevel level)
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: $level(level)
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{
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$status.position(0, 0, 300, SCREEN_HEIGHT);
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$status.layout(
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"[main_status]"
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"[(150)status_3|(150)status_4]"
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"[(150)status_5|(150)status_6]"
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"[(150)status_7|(150)status_8]"
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);
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$overlay.position(300, 0, SCREEN_WIDTH - 300, SCREEN_HEIGHT);
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$overlay.layout("[overlay_1|overlay_2|overlay_4]"
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"[overlay_5|overlay_6|overlay_8]"
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"[overlay_9|overlay_10|overlay_12]"
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"[overlay_13|overlay_14|overlay_16]");
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$boss_background = textures::get("boss_fight_background");
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auto bg_bounds = $boss_background.sprite->getLocalBounds();
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$boss_background.sprite->setPosition({300, 0});
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$boss_image = textures::get("boss_fight");
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auto bounds = $boss_image.sprite->getLocalBounds();
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float x_diff = bg_bounds.size.x / 2;
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$boss_image.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2});
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$boss_image.sprite->setPosition({300.0f + x_diff, bounds.size.y / 2});
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}
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void BossFightUI::init() {
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$status.world().set_the<Background>({$status.$parser});
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for(auto& [name, cell] : $status.cells()) {
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auto button = $status.entity(name);
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$status.set<Rectangle>(button, {});
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$status.set<Clickable>(button, {
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[this, name](auto, auto){ fmt::println("STATUS: {}", name); }
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});
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if(name == "main_status") {
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$status.set<Textual>(button, {fmt::format("HP: {}", $boss_hp)});
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} else {
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$status.set<Label>(button, {"Attack"});
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}
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}
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$status.init();
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for(auto& [name, cell] : $overlay.cells()) {
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auto region = $overlay.entity(name);
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$overlay.set<Clickable>(region, {
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[this, name](auto, auto){ fmt::println("OVERLAY: {}", name); }
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});
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}
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$overlay.init();
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}
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void BossFightUI::bounce_boss(sf::RenderWindow& window) {
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auto time = $clock.getElapsedTime();
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float tick = ease::in_out_back(ease::sine(time.asSeconds() * 10.0f));
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float scale = std::lerp(0.8, 1.1, tick);
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$boss_image.sprite->setScale({scale, scale});
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if(scale > 1.0) {
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if(!sound::playing("Sword_Hit_2")) sound::play("Sword_Hit_2");
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$boss_image.sprite->setColor({255,255,255});
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}
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window.draw(*$boss_image.sprite);
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}
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void BossFightUI::render(sf::RenderWindow& window) {
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window.draw(*$boss_background.sprite);
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if($boss_hit) {
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bounce_boss(window);
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} else {
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window.draw(*$boss_image.sprite);
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}
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if($boss_hp == 0) {
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$overlay.show_label("overlay_1", "YOU WON!");
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$overlay.show_label("overlay_4", "CLICK TO CONTINUE...");
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}
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$status.render(window);
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$overlay.render(window);
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}
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bool BossFightUI::mouse(float x, float y) {
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if($status.mouse(x, y)) {
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fmt::println("STATUS");
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}
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if($overlay.mouse(x, y)) {
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sound::play("Sword_Hit_1");
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$boss_image.sprite->setColor({255,225,225});
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$boss_hit = !$boss_hit;
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$boss_hp--;
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}
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return false;
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}
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void BossFightUI::update_level(GameLevel &level) {
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$boss_image.sprite->setColor({255,255,255});
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$level = level;
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$boss_hp = 10 * $level.index + 1; // make him stronger
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$boss_hit = false;
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$overlay.close<Label>("overlay_1");
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$overlay.close<Label>("overlay_4");
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init();
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}
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}
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