The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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87 lines
4.9 KiB
87 lines
4.9 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.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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*/
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#pragma endregion
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "CharacterRotatingDisplay.h"
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#include "ClassInfo.h"
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#include "CharacterAbilityPreviewComponent.h"
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INCLUDE_game
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INCLUDE_GFX
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INCLUDE_DATA
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typedef Attribute A;
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void Menu::InitializeClassInfoWindow(){
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Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,24});
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Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION];
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ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION));
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MenuLabel*label=NEW MenuLabel(CLASS_INFO,{{0,0},{classInfoWindow->size.x-1,24}},data.className,2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND);
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classInfoWindow->AddComponent("Class Name",label);
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CharacterRotatingDisplay*classDisplay=NEW CharacterRotatingDisplay(CLASS_INFO,{{0,0},{72,120}},GFX[data.classFullImgName].Decal());
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classInfoWindow->AddComponent("Rotating Character Display",classDisplay);
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vf2d healthDisplayLabelPos={classInfoWindow->size.x/3,label->GetPos().y+24};
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vf2d labelSize={2*classInfoWindow->size.x/3-1,16};
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MenuLabel*baseStatsLabel=NEW MenuLabel(CLASS_INFO,{{0,label->GetPos().y+24},{classInfoWindow->size.x/3,labelSize.y}},"Base Stats",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
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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,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
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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,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
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classInfoWindow->AddComponent("Base Stats Text",baseStatsLabel);
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classInfoWindow->AddComponent("Health Display Text",healthDisplayLabel);
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classInfoWindow->AddComponent("Attack Display Text",atkDisplayLabel);
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vf2d abilityIconOffsets = {0,32};
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CharacterAbilityPreviewComponent*ability1=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*0}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability1);
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CharacterAbilityPreviewComponent*ability2=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*1}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability2);
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CharacterAbilityPreviewComponent*ability3=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*2}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability3);
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CharacterAbilityPreviewComponent*rightClickAbility=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility);
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classInfoWindow->AddComponent("Ability 1 Display",ability1);
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classInfoWindow->AddComponent("Ability 2 Display",ability2);
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classInfoWindow->AddComponent("Ability 3 Display",ability3);
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classInfoWindow->AddComponent("Right Click Ability Display",rightClickAbility);
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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();return true;});
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classInfoWindow->AddComponent("Back Button",backButton);
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} |