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

53 lines
1.6 KiB

#include "combat_ui.hpp"
#include "constants.hpp"
#include "color.hpp"
namespace gui {
using namespace guecs;
CombatUI::CombatUI(GameLevel level) :
$level(level)
{
$gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
$gui.layout(
"[*%(100,150)button_attack | *%(100,150)button_block | *%(100,150)button_evade | *%(100,150)button_heal]");
}
void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event) {
auto button = $gui.entity(name);
$gui.set<Sprite>(button, {"leather_pouch-128"});
$gui.set<Rectangle>(button, {});
$gui.set<Sound>(button, {"ui_click"});
$gui.set<Label>(button, {label});
$gui.set<Effect>(button, {.duration=0.1f});
$gui.set<Clickable>(button,
guecs::make_action(*$level.world, event));
}
void CombatUI::init() {
$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
make_button("button_attack", L"Attack", Events::GUI::ATTACK);
make_button("button_block", L"Block", Events::GUI::BLOCK);
make_button("button_evade", L"Evade", Events::GUI::EVADE);
make_button("button_heal", L"Heal", Events::GUI::HEAL);
$gui.init();
}
void CombatUI::render(sf::RenderWindow& window) {
auto& player_combat = $level.world->get<components::Combat>($level.player);
set_damage(float(player_combat.hp) / float(player_combat.max_hp));
$gui.render(window);
}
void CombatUI::set_damage(float) {
}
void CombatUI::update_level(GameLevel &level) {
$level = level;
init();
}
bool CombatUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
}