Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tools/arena_ui.cpp

133 lines
3.7 KiB

#include "arena_ui.hpp"
#include "easings.hpp"
#include "sound.hpp"
#include <fmt/xchar.h>
namespace arena {
using namespace guecs;
ArenaUI::ArenaUI(shared_ptr<DinkyECS::World> world, DinkyECS::Entity entity_id)
: $world(world),
$entity_id(entity_id),
$config(world->get_the<components::GameConfig>())
{
$status.position(0, 0, BOSS_VIEW_X, 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(BOSS_VIEW_X, BOSS_VIEW_Y,
BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
$overlay.layout("[_|=*%(200)enemy|_|_]");
$sounds = $world->get<components::Sound>($entity_id);
$combat = $world->get<components::Combat>($entity_id);
$sprite_config = $world->get<components::Sprite>($entity_id);
}
void ArenaUI::configure_sprite() {
$animation = $world->get<components::Animation>($entity_id);
$animation.frame_width = $sprite_config.width;
auto enemy_id = $overlay.entity("enemy");
auto& enemy_image = $overlay.get<Sprite>(enemy_id);
sf::IntRect frame_rect{{0,0},{$sprite_config.width, $sprite_config.height}};
enemy_image.sprite->setTextureRect(frame_rect);
}
void ArenaUI::configure_background() {
if($world->has<components::BossFight>($entity_id)) {
auto& boss = $world->get<components::BossFight>($entity_id);
$entity_background = textures::get(boss.background);
$entity_background.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
$status.world().set_the<Background>({$status.$parser});
$entity_has_stage = true;
if(boss.stage) {
$entity_stage = textures::get(*boss.stage);
} else {
$entity_stage = textures::get("devils_fingers_background");
}
$entity_stage.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
} else {
$entity_has_stage = false;
$entity_background = textures::get("devils_fingers_background");
$entity_background.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
$status.world().set_the<Background>({$status.$parser});
}
}
void ArenaUI::configure_gui() {
for(auto& [name, cell] : $status.cells()) {
auto button = $status.entity(name);
$status.set<Rectangle>(button, {});
$status.set<Clickable>(button, {
[this, name](auto, auto){
dbc::log(fmt::format("STATUS: {}", name));
}
});
if(name == "main_status") {
$status.set<Textual>(button, {fmt::format(L"HP: {}", $combat.hp)});
} else {
$status.set<Label>(button, {L"Attack"});
}
}
$status.init();
for(auto& [name, cell] : $overlay.cells()) {
auto region = $overlay.entity(name);
$overlay.set<Clickable>(region, {
[this, name](auto, auto){
dbc::log(fmt::format("OVERLAY: {}", name));
}
});
if(name == "enemy") {
$overlay.set<Sprite>(region, {$sprite_config.name, 20});
}
}
$overlay.init();
configure_sprite();
}
void ArenaUI::init() {
// background must come first
configure_background();
configure_gui();
}
void ArenaUI::render(sf::RenderWindow& window) {
window.draw(*$entity_background.sprite);
if($entity_has_stage) {
window.draw(*$entity_stage.sprite);
}
$status.render(window);
$overlay.render(window);
}
bool ArenaUI::mouse(float x, float y) {
if($status.mouse(x, y)) {
dbc::log("STATUS button pressed");
}
if($overlay.mouse(x, y)) {
$animation.play();
sound::play("Sword_Hit_1");
$entity_hit = !$entity_hit;
$combat.hp--;
}
return false;
}
}