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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AdventuresInLestoria/Crawler/CharacterInfoWindow.cpp

55 lines
3.1 KiB

#pragma once
#include "Crawler.h"
#include "DEFINES.h"
#include "Menu.h"
#include "CharacterRotatingDisplay.h"
#include "ClassInfo.h"
#include "CharacterAbilityPreviewComponent.h"
INCLUDE_game
INCLUDE_GFX
INCLUDE_DATA
typedef Attribute A;
void Menu::InitializeClassInfoWindow(){
Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,24});
Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION];
ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION));
MenuLabel*label=new MenuLabel(CLASS_INFO,{{0,0},{classInfoWindow->size.x-1,24}},data.className,2,true,true,true,true);
classInfoWindow->AddComponent("Class Name",label);
CharacterRotatingDisplay*classDisplay=new CharacterRotatingDisplay(CLASS_INFO,{{0,0},{72,120}},GFX[data.classFullImgName].Decal());
classInfoWindow->AddComponent("Rotating Character Display",classDisplay);
vf2d healthDisplayLabelPos={classInfoWindow->size.x/3,label->GetPos().y+24};
vf2d labelSize={2*classInfoWindow->size.x/3-1,16};
MenuLabel*baseStatsLabel=new MenuLabel(CLASS_INFO,{{0,label->GetPos().y+24},{classInfoWindow->size.x/3,labelSize.y}},"Base Stats",1,true,true,true);
MenuLabel*healthDisplayLabel=new MenuLabel(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,16*0},labelSize},"Health: "+std::to_string(data.baseHealth)+" + "+std::to_string(data.healthGrowthRate).substr(0,3)+" per level",1,false,true,true);
MenuLabel*atkDisplayLabel=new MenuLabel(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,16*1},labelSize},"Attack: "+std::to_string(data.baseAtk)+" + "+std::to_string(data.atkGrowthRate).substr(0,3)+" per level",1,false,true,true);
classInfoWindow->AddComponent("Base Stats Text",baseStatsLabel);
classInfoWindow->AddComponent("Health Display Text",healthDisplayLabel);
classInfoWindow->AddComponent("Attack Display Text",atkDisplayLabel);
vf2d abilityIconOffsets = {0,32};
CharacterAbilityPreviewComponent*ability1=new CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*0}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability1);
CharacterAbilityPreviewComponent*ability2=new CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*1}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability2);
CharacterAbilityPreviewComponent*ability3=new CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*2}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability3);
CharacterAbilityPreviewComponent*rightClickAbility=new CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility);
classInfoWindow->AddComponent("Ability 1 Display",ability1);
classInfoWindow->AddComponent("Ability 2 Display",ability2);
classInfoWindow->AddComponent("Ability 3 Display",ability3);
classInfoWindow->AddComponent("Right Click Ability Display",rightClickAbility);
MenuComponent*backButton=new MenuComponent(CLASS_INFO,{{classInfoWindow->center().x/2,healthDisplayLabelPos.y+32*4+abilityIconOffsets.y+12},{classInfoWindow->size.x/2,16}},"Back",[](MenuFuncData data){Menu::CloseMenu();});
classInfoWindow->AddComponent("Back Button",backButton);
}