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96 lines
2.6 KiB
96 lines
2.6 KiB
#include "levelmanager.hpp"
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#include "worldbuilder.hpp"
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#include "constants.hpp"
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#include "save.hpp"
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#include "systems.hpp"
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#include "components.hpp"
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using lighting::LightRender;
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using std::shared_ptr, std::make_shared;
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using namespace components;
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LevelManager::LevelManager() {
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components::configure($components);
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create_level();
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}
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LevelScaling LevelManager::scale_level() {
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return {
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20 + (5 * int($current_level)),
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15 + (5 * int($current_level))
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};
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}
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inline shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world)
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{
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auto world = make_shared<DinkyECS::World>();
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if(prev_world != nullptr) {
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prev_world->clone_into(*world);
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} else {
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save::load_configs(*world);
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}
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return world;
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}
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shared_ptr<gui::BossFightUI> LevelManager::create_bossfight(shared_ptr<DinkyECS::World> prev_world) {
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
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auto world = clone_load_world(prev_world);
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auto& config = prev_world->get_the<GameConfig>();
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// BUG: the jank is too strong here
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auto boss_names = config.bosses.keys();
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auto& level_name = boss_names[$current_level % boss_names.size()];
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auto& boss_data = config.bosses[level_name];
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auto boss_id = world->entity();
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components::configure_entity($components, *world, boss_id, boss_data["components"]);
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return make_shared<gui::BossFightUI>(world, boss_id);
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}
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size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
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auto world = clone_load_world(prev_world);
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auto scaling = scale_level();
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auto map = make_shared<Map>(scaling.map_width, scaling.map_height);
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WorldBuilder builder(*map, $components);
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builder.generate(*world);
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size_t index = $levels.size();
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auto collider = make_shared<SpatialMap>();
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// not sure if this is still needed
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System::init_positions(*world, *collider);
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auto player = world->get_the<Player>();
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$levels.emplace_back(index, player.entity, map, world,
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make_shared<LightRender>(map->width(), map->height()),
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collider);
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dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error");
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return index;
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}
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GameLevel &LevelManager::next() {
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dbc::check($current_level < $levels.size(), "attempt to get next level when at end");
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$current_level++;
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return $levels.at($current_level);
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}
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GameLevel &LevelManager::previous() {
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dbc::check($current_level > 0, "attempt to go to previous level when at 0");
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$current_level--;
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return $levels.at($current_level);
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}
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GameLevel &LevelManager::current() {
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return $levels.at($current_level);
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}
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GameLevel &LevelManager::get(size_t index) {
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return $levels.at(index);
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}
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