The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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78 lines
3.4 KiB
78 lines
3.4 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "MenuLabel.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_MONSTER_DATA
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INCLUDE_ANIMATION_DATA
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class SpawnEncounterLabel:public MenuLabel{
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std::string monsterName;
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Animate2D::Animation<std::string>anim;
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Animate2D::AnimationState state;
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public:
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inline SpawnEncounterLabel(geom2d::rect<float>rect,std::string label,std::string monsterName)
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:MenuLabel(rect,label),monsterName(monsterName){
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anim.AddState("IDLE",ANIMATION_DATA.at(MONSTER_DATA.at(monsterName).GetIdleAnimation()));
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anim.ChangeState(state,"IDLE");
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anim.UpdateState(state,util::random(1));
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}
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inline ~SpawnEncounterLabel(){
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}
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protected:
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virtual void inline Update(AiL*game)override{
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MenuComponent::Update(game);
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anim.UpdateState(state,game->GetElapsedTime());
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}
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virtual void inline DrawDecal(ViewPort&window,bool focused)override{
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const geom2d::rect<int>&imgRect=anim.GetFrame(state).GetSourceRect();
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vf2d imgSize=vf2d{rect.size.y,rect.size.y};
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vf2d imgScale=imgSize/vf2d{imgRect.size};
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window.DrawPartialDecal(rect.pos,imgSize,anim.GetFrame(state).GetSourceImage()->Decal(),imgRect.pos,imgRect.size);
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float verticalAlignYOffset=(rect.size.y-8)/2;
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vf2d monsterNameTextSize=game->GetTextSizeProp(monsterName);
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float textXSpaceAvailable=rect.size.x-imgSize.x-4-16/*12 for the scrollbar*/;
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float textXScaling=textXSpaceAvailable/monsterNameTextSize.x;
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window.DrawShadowStringPropDecal(rect.pos+vf2d{imgSize.x+4,verticalAlignYOffset},monsterName,WHITE,BLACK,{std::min(1.f,textXScaling),1});
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}
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}; |