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177 lines
3.9 KiB
177 lines
3.9 KiB
#pragma once
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#include "config.hpp"
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#include "constants.hpp"
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#include "dinkyecs.hpp"
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#include "point.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <functional>
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#include <optional>
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#include "easings.hpp"
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#include "json_mods.hpp"
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namespace components {
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using namespace nlohmann;
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struct Position {
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Point location;
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};
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struct Motion {
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int dx;
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int dy;
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bool random=false;
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};
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struct Loot {
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int amount;
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};
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struct Tile {
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std::string display;
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std::array<uint8_t, 3> foreground;
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std::array<uint8_t, 3> background;
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};
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struct GameConfig {
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Config game;
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Config enemies;
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Config items;
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Config tiles;
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Config devices;
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Config bosses;
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};
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struct EnemyConfig {
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int hearing_distance = 10;
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};
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struct Debug {
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bool PATHS=false;
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bool LIGHT=false;
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bool FPS=false;
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};
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struct Weapon {
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int damage = 0;
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};
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struct Curative {
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int hp = 10;
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};
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struct BossFight {
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std::string background;
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std::optional<std::string> stage;
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std::string weapon_sound;
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};
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struct Combat {
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int hp;
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int max_hp;
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int damage;
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/* NOTE: This is used to _mark_ entities as dead, to detect ones that have just died. Don't make attack automatically set it.*/
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bool dead = false;
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int attack(Combat &target);
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};
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struct LightSource {
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int strength = 0;
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float radius = 1.0f;
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};
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struct Device {
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json config;
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std::vector<std::string> events;
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void configure_events(std::vector<std::string> &event_names);
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};
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struct Sprite {
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string name;
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int width;
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int height;
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float scale;
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};
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struct Sound {
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std::string attack;
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std::string death;
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};
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struct Animation {
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float scale = 0.0f;
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bool simple = true;
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int frames = 10;
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float speed = 0.3f;
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ease::Style easing = ease::IN_OUT_BACK;
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float ease_rate = 0.5f;
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bool stationary = false;
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int current = 0;
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bool playing = false;
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float subframe = 0;
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int texture_width = TEXTURE_WIDTH;
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void play();
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float twitching();
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void step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out);
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};
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struct Player {
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DinkyECS::Entity entity;
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};
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template <typename T> struct NameOf;
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using ReflFuncSignature = std::function<void(DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j)>;
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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ENROLL_COMPONENT(Tile, display, foreground, background);
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ENROLL_COMPONENT(BossFight, background, stage, weapon_sound);
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ENROLL_COMPONENT(Sprite, name, width, height, scale);
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Weapon, damage);
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ENROLL_COMPONENT(Loot, amount);
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ENROLL_COMPONENT(Position, location.x, location.y);
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ENROLL_COMPONENT(EnemyConfig, hearing_distance);
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ENROLL_COMPONENT(Motion, dx, dy, random);
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ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
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ENROLL_COMPONENT(Device, config, events);
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ENROLL_COMPONENT(Animation, scale, simple, frames,
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speed, easing, ease_rate, stationary);
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ENROLL_COMPONENT(Sound, attack, death);
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template<typename COMPONENT> COMPONENT convert(nlohmann::json &data) {
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COMPONENT result;
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from_json(data, result);
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return result;
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}
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template<typename COMPONENT> COMPONENT get(nlohmann::json &data) {
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for (auto &i : data["components"]) {
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if(i["_type"] == NameOf<COMPONENT>::name) {
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return convert<COMPONENT>(i);
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}
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}
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return {};
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}
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template <typename COMPONENT> void enroll(ComponentMap &m) {
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m[NameOf<COMPONENT>::name] = [](DinkyECS::World& world, DinkyECS::Entity ent, nlohmann::json &j) {
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COMPONENT c;
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from_json(j, c);
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world.set<COMPONENT>(ent, c);
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};
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}
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void configure(ComponentMap& component_map);
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data);
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}
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