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

76 lines
2.1 KiB

#include "combat_ui.hpp"
#include "constants.hpp"
#include "color.hpp"
#include "rituals.hpp"
#include <fmt/xchar.h>
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_0 | *%(100,150)button_1 | *%(100,150)button_2 | *%(100,150)button_3]");
}
void CombatUI::make_button(std::string name, std::wstring label, Events::GUI event, int action, const std::string &icon_name) {
(void)label;
auto button = $gui.entity(name);
$gui.set<Sprite>(button, {icon_name});
// $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, {action}));
}
inline std::string temp_pick_icon_for_element(combat::RitualAction& ritual) {
using enum combat::RitualElement;
switch(ritual.element) {
case FIRE:
return "broken_yoyo-64";
break;
case LIGHTNING:
return "stone_doll_cursed-64";
break;
default:
return "severed_finger-64";
}
}
void CombatUI::init() {
$gui.world().set_the<Background>({$gui.$parser, ColorValue::DARK_MID});
auto& the_belt = $level.world->get<combat::RitualBelt>($level.player);
for(int slot = 0; slot < 4; slot++) {
if(the_belt.has(slot)) {
std::string name = fmt::format("button_{}", slot);
std::wstring label = fmt::format(L"Attack {}", slot+1);
auto& ritual = the_belt.get(slot);
make_button(name, label, Events::GUI::ATTACK, slot,
temp_pick_icon_for_element(ritual));
}
}
$gui.init();
}
void CombatUI::render(sf::RenderWindow& window) {
$gui.render(window);
}
void CombatUI::update_level(GameLevel &level) {
$level = level;
init();
}
bool CombatUI::mouse(float x, float y, bool hover) {
return $gui.mouse(x, y, hover);
}
}