Encounter selection menu prepared, need to add encounter reference list next

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 67ccb1d0c8
commit 913d1683f5
  1. BIN
      C++ProjectTemplate
  2. 56
      main.cpp
  3. 1
      states.h

Binary file not shown.

@ -41,6 +41,7 @@ namespace layer{
GROUND,
BACKGROUND,
OBJECT, //The object layer doesn't actually exist, it's used to tell the editor we are adding an object instead.
ENCOUNTER, //The encounter layer doesn't actually exist, it's used to tell the editor we are adding encounters instead.
};
}
@ -363,6 +364,8 @@ public:
std::map<BattleMoveName,Battle::Move*>MOVELIST;
std::array<vd2d,PARTY_TRAIL_LENGTH> partyTrail={vd2d{0,0}};
int PARTY_MEMBER_COUNT = 1;
int ENCOUNTER_SELECTED = 0;
int ENCOUNTER_OFFSET = 0;
bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
@ -630,6 +633,11 @@ goes on a very long time, I hope you can understand this is only for testing pur
}
}
}break;
case GameState::ENCOUNTER_SELECT:{
if (!GetKey(SHIFT).bHeld) {
GAME_STATE=GameState::EDITOR;
}
}break;
case GameState::GAME_WORLD:{
if (PlayerCanMove()) {
if (UpHeld()) {
@ -658,6 +666,9 @@ goes on a very long time, I hope you can understand this is only for testing pur
if (TabHeld()) {
GAME_STATE=GameState::TILE_SELECT;
}
if (GetKey(SHIFT).bHeld) {
GAME_STATE=GameState::ENCOUNTER_SELECT;
}
if (PlayerCanMove()) {
if (GetKey(I).bHeld) {
if (PARTY_MEMBER_OBJ[0]->SmoothMove({0,-1})) {
@ -866,6 +877,9 @@ goes on a very long time, I hope you can understand this is only for testing pur
if (GetKey(ESCAPE).bPressed) {
GAME_STATE=GameState::OBJ_SELECT;
}
if (EDITING_LAYER==layer::ENCOUNTER&&GetMouse(0).bPressed) {
//LoadEncounter(CURRENT_MAP,HIGHLIGHTED_TILE*32,CURRENT_MAP->encounters) //TODO Make up the encounter reference list and then come back.
} else
if (EDITING_LAYER==layer::OBJECT&&GetMouse(0).bPressed) {
AddObjectToWorld(CreateObject(SELECTED_OBJ_ID,HIGHLIGHTED_TILE*32));
} else
@ -906,6 +920,9 @@ goes on a very long time, I hope you can understand this is only for testing pur
DrawGameWorld();
SetDrawTarget(nullptr);
DrawRectDecal((HIGHLIGHTED_TILE)*32-cameraPos,{32,32},YELLOW);
if (EDITING_LAYER==layer::ENCOUNTER) {
DrawStringPropDecal({2,2},"Editing Encounters");
} else
if (EDITING_LAYER==layer::OBJECT) {
DrawStringPropDecal({2,2},"Editing Objects");
} else {
@ -951,6 +968,45 @@ goes on a very long time, I hope you can understand this is only for testing pur
counter++;
}
}break;
case GameState::ENCOUNTER_SELECT:{
vd2d drawpos={0,0};
int counter=0;
for (int i=0;i<CURRENT_MAP->encounters.size();i++){
if (counter<ENCOUNTER_OFFSET) {
counter++;
continue;
}
if (drawpos.y>HEIGHT) {
break;
}
Encounter*enc = CURRENT_MAP->encounters[i];
if (GetMouse(0).bHeld&&
GetMousePos().x>=drawpos.x&&
GetMousePos().x<drawpos.x+16&&
GetMousePos().y>=drawpos.y&&
GetMousePos().y<drawpos.y+24) {
ENCOUNTER_SELECTED=enc->id;
EDITING_LAYER=layer::ENCOUNTER;
}
FillRectDecal(drawpos,{16,24},VERY_DARK_GREY);
for (int i=0;i<enc->objs.size();i+=2) {
DrawPartialDecal({drawpos.x+((double)8/(enc->objs.size()))*i-4,drawpos.y},{16,16},enc->objs[i]->obj->spr->spr,{(enc->objs[i]->obj->frameIndex%enc->objs[i]->obj->spr->frames)*enc->objs[i]->obj->spr->width,0},{enc->objs[i]->obj->spr->width,enc->objs[i]->obj->spr->spr->sprite->height},enc->objs[i]->obj->color);
}
for (int i=1;i<enc->objs.size();i+=2) {
DrawPartialDecal({drawpos.x+((double)8/(enc->objs.size()))*i-4,drawpos.y+6},{16,16},enc->objs[i]->obj->spr->spr,{(enc->objs[i]->obj->frameIndex%enc->objs[i]->obj->spr->frames)*enc->objs[i]->obj->spr->width,0},{enc->objs[i]->obj->spr->width,enc->objs[i]->obj->spr->spr->sprite->height},enc->objs[i]->obj->color);
}
if (ENCOUNTER_SELECTED==enc->id) {
DrawRectDecal(drawpos,{16,24},YELLOW);
}
DrawStringDecal({drawpos.x+2,drawpos.y+24-GetTextSize(std::to_string(enc->id)).y},std::to_string(enc->id),WHITE,{12.0/GetTextSize(std::to_string(enc->id)).x,1.0});
drawpos.x+=16;
if (drawpos.x>=WIDTH) {
drawpos.x=0;
drawpos.y+=24;
}
counter++;
}
}break;
}
if (messageBoxVisible) {
SetDrawTarget(layer::INTERFACE);

@ -3,6 +3,7 @@ namespace GameState{
EDITOR,
TILE_SELECT,
OBJ_SELECT,
ENCOUNTER_SELECT,
GAME_WORLD,
};
}
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