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15 Commits

Author SHA1 Message Date
fb6f902f28 Inventory updates, API updates, lots of file renaming 2026-03-17 04:05:04 -04:00
b060784bb7 settings fix 2026-03-05 13:43:42 -05:00
9a2e03b146 cheat fix 2026-03-04 13:11:39 -05:00
b81296a4f2 new game bug fix 2026-03-04 13:06:35 -05:00
554d6198fd erm
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2026-03-02 20:27:40 -05:00
70b5277f87 one more fix for windows
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2026-03-02 20:19:49 -05:00
3375f56492 fix for empty sounds/animation collections
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2026-03-02 20:17:04 -05:00
03ee76e0a5 ffffffffffff
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2026-03-02 15:56:45 -05:00
a7f11f8842 nvm nvm
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2026-03-02 15:54:25 -05:00
3cec6a5541 helpful windows zip
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2026-03-02 15:50:51 -05:00
1f0a1d4f47 forgot one line of code award 🏅
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2026-03-02 15:38:57 -05:00
2d230ecd2e line height
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2026-03-02 14:35:10 -05:00
2a58c3b24b UPGRADE! + cheats
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2026-03-02 14:02:14 -05:00
475fb5a847 update modding
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2026-03-01 19:48:13 -05:00
06d2cbdc12 animation fixes + modding WIP
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2026-03-01 19:07:01 -05:00
74 changed files with 1619 additions and 567 deletions

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@@ -1,41 +0,0 @@
name: Build
on:
push:
branches:
- master
pull_request:
workflow_dispatch:
jobs:
build:
name: Build Game
runs-on: ubuntu-latest
steps:
- name: Checkout Project
uses: actions/checkout@v6
with:
submodules: "recursive"
- name: "Install dependencies"
run: |
sudo apt-get update -y
sudo apt-get install -y \
gnome-desktop-testing libasound2-dev libpulse-dev libaudio-dev libjack-dev libsndio-dev \
libusb-1.0-0-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
libxss-dev libxtst-dev libwayland-dev libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev \
libgles2-mesa-dev libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
- name: CMake Build
run: |
mkdir build
cmake -S . -B ./build -DSDL_UNIX_CONSOLE_BUILD=ON
make -C build
- name: Upload Artifact
uses: actions/upload-artifact@v6
with:
name: linux-build
path: build/snivy

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@@ -109,10 +109,12 @@ set (TINYXML2_SOURCES ${TINYXML2_DIR}/tinyxml2.cpp)
file(GLOB PROJECT_SRC CONFIGURE_DEPENDS
include/*.cpp
src/*.cpp
src/render/*.cpp
src/resource/*.cpp
src/resource/xml/*.cpp
src/state/*.cpp
src/state/main/*.cpp
src/state/play/*.cpp
src/state/play/arcade/*.cpp
src/state/select/*.cpp
src/entity/*.cpp
src/window/*.cpp
@@ -199,7 +201,7 @@ if(NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
endif()
set(PROJECT_RESOURCES_DIR "${CMAKE_CURRENT_SOURCE_DIR}/resources")
set(PROJECT_RESOURCES_BINARY_DIR "$<TARGET_FILE_DIR:${PROJECT_NAME}>/resources")
set(PROJECT_RESOURCES_BINARY_DIR "${CMAKE_BINARY_DIR}/bin/$<CONFIG>/resources")
if(EXISTS "${PROJECT_RESOURCES_DIR}")
file(GLOB_RECURSE PROJECT_RESOURCE_FILES CONFIGURE_DEPENDS
"${PROJECT_RESOURCES_DIR}/*")
@@ -209,7 +211,6 @@ if(EXISTS "${PROJECT_RESOURCES_DIR}")
-DSRC_DIR="${PROJECT_RESOURCES_DIR}"
-DDST_DIR="${PROJECT_RESOURCES_BINARY_DIR}"
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/copy_resources.cmake"
WORKING_DIRECTORY "$<TARGET_FILE_DIR:${PROJECT_NAME}>"
DEPENDS ${PROJECT_RESOURCE_FILES}
COMMENT "Copying resources directory")
add_dependencies(${PROJECT_NAME} copy_resources)
@@ -259,6 +260,17 @@ else()
target_link_libraries(${PROJECT_NAME} PRIVATE OpenGL::GL)
endif()
if(WIN32 AND NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND}
-DBIN_ROOT="${CMAKE_BINARY_DIR}/bin"
-DTARGET_DIR="$<TARGET_FILE_DIR:${PROJECT_NAME}>"
-DEXE_FILE="$<TARGET_FILE_NAME:${PROJECT_NAME}>"
-DPACKAGE_NAME="snivy-win32"
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/create_windows_zip.cmake"
COMMENT "Creating snivy-win32 package")
endif()
message(STATUS "System: ${CMAKE_SYSTEM_NAME}")
message(STATUS "Project: ${PROJECT_NAME}")
message(STATUS "Compiler: ${CMAKE_CXX_COMPILER}")

602
MODDING.md Normal file
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@@ -0,0 +1,602 @@
# Modding Feed Snivy
Want to add characters or modify existing ones or mod Feed Snivy in general or otherwise want to know how the game works? Here's how.
# Animation Format
Feed Snivy uses a semi-proprietary format called ".anm2" for tweened character animations, sourced from a spritesheet. This file format comes from the game _The Binding of Isaac: Rebirth_ (a game I mod on my own time) for animations.
You can either use my own animation editor for that game and this one (recommended), [Anm2Ed](https://github.com/ShweetsStuff/anm2ed), or if you have that game on Steam, you can find that game's own proprietary animation editor in that game's Steam folder and then in tools/IsaacAnimationEditor. I can't guarantee the stability or perfect efficacy of either, but Anm2Ed has crash mitigations and autosave (but of course, save often, for whatever you do).
Anm2Ed has slightly more extensions to the base format; in particular, something called "Regions", which allows you to set spritesheet regions (areas in the spritesheet that can be repurposed) to quickly reference in animations; previously, one would have to manually create a perfectly spaced spritesheet and then manually set values; this is no longer the case, so using "Regions" is recommended. For the leanest files, in Anm2Ed, go to Settings -> Configure -> File -> Compatibility, and set it to "Anm2Ed Limited".
My process for making characters is that they're typically comprised of many "cells" (small graphics). I make these cells their own file, and then in the editor, I drag them onto "Spritesheets" and then right click -> merge them, with the "Make Spritesheet Regions" option enabled. Then, right click -> Pack on a spritesheet to optimize it all nice for one big spritesheet atlas with everything in one place. It won't produce a very comprehensible spritesheet, but it works just fine (not my problem). Make sure to save the spritesheets you're using once you're done. You can sort regions around by clicking, holding and moving them around.
If you'd like a quick primer on how to use either program, check either of [these](https://www.youtube.com/watch?v=qU_GMo2l7NY) [videos](https://www.youtube.com/watch?v=QiXVM6Gwzlw) out. Much of the information is interchangeable between the programs, though both are a little out of date on their current version.
For each "stage" of the character (graphical change), an animation equivalent will be expected. Stages are zero-indexed in this context; so the first stage would be 0. If you have an idle animation and want that for the first, starting stage, you'd need to name the animation "Idle0", for example, and then reference that in character.xml (more on that later). Don't manually input the number for the animation in any file, just put in the first part, "Idle"; the game will handle which stage-animation plays when.
Know that despite Anm2Ed supporting sounds for animations, don't expect these to work in context based on names; use the .xml sound attributes when applicable. You can add sounds for fluff, though.
# Resources
There's two folders inside resources; "characters" and "font".
"font" is just a font containing the font used in the selection screen. That's literally it. This technically isn't needed; Dear ImGui has its own font that will be used if this font is missing.
EVERYTHING ELSE is stored inside bespoke character archives (.zips) in the "characters" folder. This has all data associated with characters. Think of characters more as tailored game experiences rather than literally being just the characters. Not only is there the character graphics, but backgrounds, items, parameters, etc. These are intensely customizable to suit whatever experience you'd like (within the confines of the engine, of course).
Feed Snivy uses a collection of [XML](https://en.wikipedia.org/wiki/XML) files to parse data; make sure to brush up on the format. The engine can expect six files in the archive's root:
- areas.xml
- character.xml
- cursor.xml
- dialogue.xml
- items.xml
- menu.xml
- play.xml
(dialogue.xml may or may not be optional; but in future updates I'll make sure of it, for dialogueless characters).
If you're making your own character, your best bet would probably be just to copy the Snivy character and edit it based on your needs, just as a helpful start.
# Character
## areas.xml
"Areas" refers to the backgrounds of the game. I'd planned for the game to dynamically switch areas based on stage (in case you want a character to become a blob that grows bigger than a city or whatever) but this isn't implemented. I'd just have one entry in here for the game's background.
### Areas
#### TextureRootPath (path)
Working folder/directory of textures the areas will use.
#### Area
#### Texture (path)
The file path of the area's texture (background).
#### Gravity (float)
Gravity the area has; applies to items' velocities per tick.
#### Friction (float)
Friction of the area; applies to items' velocities when grounded or hitting walls.
#### AirResistance (float)
Air resistance of the area; applies to items' velocities when airborne.
## character.xml
This is the main character file where much of the functionality is stored.
### Character
#### Name (string)
Name of the character; will appear in dialogue, stats, etc.
#### TextureRootPath (path)
Working folder/directory of where used textures will be contained within.
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### Render (path)
Texture for the character's "render" (i.e., a typical full-body display), will show in the Select screen.
#### Portrait (path)
Texture for the character's "portrait" (i.e., a cropped profile view), will show in the Select screen.
#### Anm2 (path)
Character's "anm2" file (uses TextureRootPath); should have all the character's animations.
#### Description (string)
A general description of the character; will show in the Select screen.
#### Author (string)
The author of the character.
#### Weight (float, kilograms)
The character's starting weight, in kilograms.
#### Capacity (float, calories)
The character's starting capacity, in calories.
#### CapacityMin (float, calories)
The character's minimum capacity, in calories.
#### CapacityMax (float, calories)
The character's maximum capacity, in calories. Know that max capacity is determined by Capacity * CapacityMaxMultiplier; this determines the max of the "base" capacity.
#### CapacityMaxMultiplier (float)
Determines the effective max capacity; will be capacity times this number.
#### CapacityIfOverStuffedOnDigestBonus (float, percent)
When a character is over stuffed (i.e., over base capacity), the character will an additional capacity when digesting based on how overstuffed they are, based on how many calories over the base capacity.
#### CaloriesToKilogram (float)
Determines how many calories become a kilogram (1 cal -> X kg).
#### DigestionRate (float, percent/tick)
The base digestion rate, in percent per tick (60 ticks per second).
#### DigestionRateMin (float, percent/tick)
The minimum digestion rate for the character, in percent per tick.
#### DigestionRateMax (float, percent/tick)
The maximum digestion rate for the character, in percent per tick.
#### DigestionTimerMax (int, ticks)
When digesting, the digestion bar will count down, and then when it hits 0, the current calories will be digested. This determines how long this takes, in ticks.
#### EatSpeed (float)
A multiplier that speeds/slows down the eating animation, at base.
#### EatSpeedMin (float)
Determines the minimum eating speed multiplier.
#### EatSpeedMax (float)
Determines the maximum eating speed multiplier.
#### GurgleChance (float, percent)
Determines how often the character will gurgle (see the Gurgle sounds later) per tick.
#### GurgleCapacityMultiplier (float)
Per the character's capacity, multiplies the character's gurgle chance based on the percent of capacity filled (based on max capacity). Higher capacity = higher gurgle chance, using this number at maximum.
#### DialoguePoolID (string)
Determines the character's base dialogue options (for the "How are you feeling?" option in Chat). This is effectively "Stage 1"'s dialogue; each stage should have its own dialogue pool (see later). Also see dialogue.xml for how "Pools" work.
### AlternateSpritesheet
Determines the alternate spritesheet of the character, if applicable (in Pokemon terms, the "shiny").
#### Texture (path)
The alternate spritesheet texture; uses TextureRootPath.
#### Sound (path)
The sound that will play when the spritesheet is set to alternate (either on new game, or with an item that has IsToggleSpritesheet; see items.xml); uses SoundRootPath.
#### ID (int)
ID of spritesheet that the alternate spritesheet will replace in the character's .anm2.
#### ChanceOnNewGame (float, percent)
Chance of rolling for the alternate spritesheet on starting a new game, in percent.
### Stages
A "stage" represents each visual change of the character as the weight increases. By default, there's always one stage; adding more here will add additional stages.
#### Threshold (float, kilograms)
The weight threshold to reach this stage, in kilograms.
#### DialoguePoolID (string)
Determines the stage's dialogue options (for the "How are you feeling?" option in Chat). Also see dialogue.xml for how "Pools" work.
### Animations
The character's animations. Know that a lot of character animations are typically easily played/activated through Dialogue; this is just for animations that aren't reliant on that system. Know that _these animations should just be the base name_; all animations are expected to have a stage number after them, so don't include the number for these.
### Start
The animation name that will first play when starting a new game; used for like a character's introduction.
### Idle
The idle animation that the character will regularly return to.
### IdleFull
When over capacity, this idle animation will be used instead.
### StageUp
When going to a new stage after digestion and going over a stage's threshold, this animation will play.
#### Animation
The name of the animation to be used for each of these.
### Overrides
"Overrides" are the term I use for when some animations will be tweaked by the game engine for effect (blinking and talking being the ones used). There are two elements; "Talk" and "Blink" for this. Typically, how this is handled is that each animation with have an invisible blinking/talking layer (just the graphic that blinks), which will change when called for. Again, review the .anm2 format for what a "layer" is. All that's sourced is just the spritesheet crop in these cases; so don't worry about how the blink/talk layers are set up.
### Override
#### LayerSource (string)
The layer in the animation which will be sourced for the override.
#### LayerDestination (string)
The layer in the animation which the source will be applied to.
### EatAreas
An "eat area" is where the food should be dragged to. I'm pretty much expecting this to only be a mouth for most characters but hey maybe you want the character to also eat through their butt or something. Again, not something that's well-developed at the moment.
### EatArea
#### Null (string)
The null area in the animation where food will be checked for. Again, review the .anm2 format.
#### Animation (string)
The animation that will play when food is dragged to it.
#### Event (string)
The event that will be checked for, detrermining the time the food is actually eaten/chewed. Again, review the .anm2 format.
### ExpandAreas
The areas which will expand based on capacity percent; usually a stomach. This adds additional scale onto the layer of an animation. This also can scale a null as well.
ExpandAreas are presently hardcoded to scale with both capacity and weight at a 50/50 ratio; this could be changed in the future for custom ratios.
#### ExpandArea
#### Layer (string)
The layer of the animation that will expand.
#### Null (string)
The null of the animation that will expand.
#### ScaleAdd (float, percent)
The scale that will be added at maximum. Know that scale is a percent; a {100, 100} scale is the default and is the normal scale of an animation.
### InteractAreas
The areas on a character which can be interacted with; usually for belly rubs, kisses, etc.
### InteractArea
#### Type ("Rub", "Kiss", "Smack")
Three types are presently hard-coded in, but this is kind of hacky and custom support for different interactions may later be added. The cursor will need to be set from the "Tools" in order for each interact area to be activated.
#### Null (string)
The null in which the interact area can be triggered. Again, review the .anm2 format.
#### Animation (string)
The animation that will play when the interact area is activated (hovering and clicking).
#### AnimationFull (string)
The above, but when character is full.
#### AnimationCursorHover (string)
The animation the cursor will play when hovering over the interact area.
#### AnimationCursorActive (string)
The animation the cursor will play when holding down click over the interact area.
#### DialoguePoolID (string)
The dialogue pool which will be drawn from when activating an interact area (see dialogue.xml).
### Sound
An interact area can play multiple sounds when interacting; add additional Sound elements to achieve this. Don't worry about repeatedly-loaded sounds; the game will cache them beforehand for efficiency.
#### Path (path)
The path of the sound being used.
### Sounds
Sounds that play in some contexts.
### Digest
Sounds that will play when the character begins digesting (digestion bar full).
### Gurgle
Ambient sounds that will play randomly based on capacity; see GurgleChance and GurgleCapacityMultiplier above.
#### Sound (path)
The path of the sound for the specific sound type.
## cursor.xml
Determines the cursor appearance and behavior.
### TextureRootPath (path)
Working folder/directory of textures the cursor will use.
#### SoundRootPath (path)
Working folder/directory of sounds the cursor will use.
#### Anm2 (path)
The anm2 file the cursor will use (depends on TextureRootPath).
### Animations
### Idle
The cursor's default idle animation.
### Hover
The cursor's hover animation, when hovering over an item.
### Grab
The cursor's grab animation, when grabbing an item.
### Pan
The cursor's pan animation, when panning with middle mouse button.
### Zoom
The cursor's zoom animation, when zooming in/out with the mouse wheel.
### Return
The cursor's return animation, when holding right click to return an item to the inventory (or to dispose of it if chewed.)
#### Animation (string)
The animation the cursor will use in these contexts.
### Sounds
Know that multiple of these sounds can be defined for each context.
### Grab
The sound that will play when grabbing an item.
### Release
The sound that will play when releasing an item.
### Throw
The sound that will play when throwing an item (releasing when dragging quickly).
#### Sound (path)
The path of the sound for these respective contexts.
## dialogue.xml
The collection of character dialogue; likely the biggest file, depending on your needs.
### Dialogue
### Entries
### Entry
Each bit of dialogue is referred to as an "entry".
#### ID (string)
Name for the entry. Other entries will rely on this for dialogue chains.
#### Next (string)
The ID of the entry that will follow after this one. If no Next entry, the text will not continue. Make sure to connect these.
#### Text (string)
The actual dialogue content of the entry. Should support Unicode, provided the font contains the characters.
#### Animation (string)
A character animation that will play at the beginning of the dialogue. This may be expanded into the future to allow animations to play dynamically per dialogue index. Again, make sure it's just the base name for the animation, no stage numbers.
### Choice
Dialogue can be branching; simply added "Choice" elements into the Entry element.
#### Next (string)
The dialogue the choice will lead to.
#### Text (string)
The text of the choice; will appear as a series of buttons in the text window.
### Pools
A "pool" of dialogue refers to a collection of entries that can be randomly picked in some contexts.
### Pool
#### ID (string)
The name of the dialogue pool; can be referenced elsewhere.
### PoolEntry
### ID (string)
The name of the entry; to be added to the pool.
### Start
This dialogue will play upon a new game, once its animation has concluded.
#### Animation (string)
The name of the animation that will be played.
#### ID (string)
The name of the entry that will be played.
### End
The dialogue that will play upon completion of the game (character hitting max stage).
#### ID (string)
The name of the entry that will be played.
### Help
The dialogue that will be play when the player presses the "Help" button in "Chat".
#### ID (string)
The name of the entry that will be played.
### StageUp
Dialogue that will play after a character undergoes a stage up.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Random
The dialogue that will be play when the player presses the "Let's chat!" button in "Chat".
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Feed
The dialogue that will be play when the user begins holding a food item.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### FeedFull
The dialogue that will be play when the user begins holding a food item, when the character is over capacity.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Eat
The dialogue that will be play after the character finishes a food item.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### EatFull
The dialogue that will be play after the character finishes a food item, when the character is over capacity.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Full
The dialogue that will be play when the character is completely full and will deny the user feeding them.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Throw
The dialogue that will be play when the user throws food.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### LowCapacity
The dialogue that will be play when the character is presented a food item completely over their maximum capacity.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### Digest
The dialogue that will be play when digesting is finished.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### FoodTaken
The dialogue that will play when food is removed from the null area during a character's eating animation.
#### PoolID (string)
The name of the pool that entries will be drawn from.
### FoodTakenFull
The dialogue that will play when food is removed from the null area during a character's eating animation, when the character is over capacity.
#### PoolID (string)
The name of the pool that entries will be drawn from.
## items.xml
Has all items and their parameters, alongside additional behavior.
### ItemSchema
#### TextureRootPath (path)
Working folder/directory of where used textures will be contained within.
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### BaseAnm2 (path)
The base anm2 file that items will use. Items can technically have their own .anm2 and animate accordingly, but I haven't tested this much.
### Animations
### Chew
When items are chewed, play this animation. Items can have chew counts and the animation will adapt accordingly, so be sure to have chew animations for chew counts; 1 chew = Chew1, 2 chew = Chew2, etc.
#### Animation (string)
The name of the animation. Only the base part ("Chew", usually)
### Sounds
The various item sounds. Multiple of the same element can be defined to randomly play from a selection.
### Bounce
The sound that will play when an item is bounced (hitting a floor/wall/ceiling with velocity).
#### Sound (path)
The path to the sound that will play, based on SoundRootPath.
### Dispose
The sound that will play when an item is disposed of (when an item has chewed and is right clicked).
#### Sound (path)
The path to the sound that will play, based on SoundRootPath.
### Summon
The sound that will play when an item is spawned (clicking on it in inventory).
#### Sound (path)
The path to the sound that will play, based on SoundRootPath.
### Return
The sound that will play when an item is returned to inventory (right clicking on it in world).
#### Sound (path)
The path to the sound that will play, based on SoundRootPath.
### Categories
The kinds of items present. Will appear in inventory tooltips.
### Category
#### Name (string)
The name of the category.
#### IsEdible (bool)
Determines if the category of item can be eaten by the character.
### Flavors
Item flavors (for food). Honestly have no meaning but flavor text at the moment but whatever.
### Flavor
#### Name (string)
Name of the flavor.
### Rarities
Different rarities of item. Shows in inventory and each can have their own drop chance.
### Rarity
#### Name (string)
Name of the rarity.
#### Chance (float, percent)
Base chance of finding an item, per winning a play of the "play" game. See play.xml for how this is modified.
#### Sound (path)
Sound that will play when an item is found in the "play" game.
#### IsHidden (bool)
If true, items with this rarity will not be previewed in the inventory, unlesss possessed. Assumed false if not present.
### Items
#### TextureRootPath (path)
Working folder/directory of where used item textures will be contained within.
#### ChewCount (int)
Base chew count for items; will be chewed this many times before being erased.
Chew count will determine how many calories/digestion bonus/etc. are given per bite (0 chew = all, 2 chew = divided by 3)
#### SpritesheetID (int)
Item textures will use this spritesheet ID on the base anm2.
#### QuantityMax (int)
How many items of a type can be possessed at once.
### Item
An individual item entry.
#### Name (string)
The name of the item.
#### Texture (path)
The texture the item uses; uses TextureRootPath.
#### Description (string)
Flavor text for the item.
#### Category (string)
The category the item uses; as defined in Categories.
#### Rarity (string)
The rarity the item uses; as defined in Rarities.
#### Anm2 (path; optional)
The custom anm2 the item uses, if needed.
#### Flavor (string; optional)
The flavor the item uses; as defined in Flavors.
#### Calories (float; optional)
The amount of calories in an item has (if food).
#### DigestionBonus (float, percent; optional)
The additional digestion rate in percent the item will give if eaten.
#### EatSpeedBonus (float; optional)
The additional eat speed multiplier the item will give if eaten.
#### Gravity (float; optional)
The item's gravity; will use the default gravity if not available.
#### ChewCount (int; optional)
An item's custom chew count.
#### UpgradeID (string; optional)
The name of another item that this item will be able to be upgraded to.
#### UpgradeCount (int; optional)
The amount of this item it will take to upgrade to the upgrade item specified in UpgradeID.
#### IsPlayReward (bool; optional)
The item will be given out when the reward is hit in play (see play.xml)
#### IsToggleSpritesheet (bool; optional)
When used in the inventory, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
## menu.xml
Determines menu and general UI appearance and behavior.
### MenuSchema
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### FontRootPath (path)
Working folder/directory of where used fonts will be contained within.
#### Font (path)
The font the menu will use, based on FontRootPath.
#### Rounding (float)
The rounding of corners the UI will use.
### Sounds
Menu sounds.
### Open
Will play when opening a sliding menu panel.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### Close
Will play when closing a sliding menu panel.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### Hover
Will play when hovering over a widget in a menu.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### Select
Will play when clicking on a widget in a menu.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### CheatsActivated
Sound that will play after entering a special code to activate cheats.
#### Sound (path)
The sound that will play, based on SoundRootPath.
## play.xml
Determines behavior and appearance of the "Play" minigame.
### Play
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### RewardScore (int)
The play score where a rewarded item will be given (see items.xml)
#### RewardScoreBonus (float, percent)
Based on the player's score, will add additional bonus to being rewarded items.
#### RewardGradeBonus (float, percent)
Based on the player's grades for a round of play, will add additional bonus to being rewarded items.
#### SpeedMin (float, unit/tick)
The beginning/base speed of the bar in the minigame.
#### SpeedMax (float, unit/tick)
The maximum speed the bar in the minigame can achieve.
#### SpeedScoreBonus (float)
The additional speed of the bar based on the player's score.
#### RangeBase (float)
A "range" is each area in the minigame that can be hit. This is the base size of one. Per each grade, it's halved. Range size decreases as minigame progresses.
#### RangeMin (float)
The minimum size of a range; achievable at high scores.
#### RangeScoreBonus (float)
Really a negative. The range size will decrease this much per point of score.
#### EndTimerMax (int)
The period of time between plays of the minigame.
#### EndTimerFailureMax (int)
When a player fails (no ranges hit), the minigame will pause fo this amount of time, until restarting.
### Sounds
### Fall
The sound that plays when an item falls from being rewarded.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### ScoreLoss
The sound that plays when the bar goes over the edge and loops, deducting a point.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### HighScore
The sound that plays when the player achieves a high score. Only heard when a high score has been set during the play session.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### HighScoreLoss
The sound that plays when the player has achieved a high score, and then fails.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### RewardScore
The sound that plays when the player has hit the reward score.
#### Sound (path)
The sound that will play, based on SoundRootPath.
### Grades
A "grade" is a rank the player can get. This determines the count of ranges in the minigame; each range corresponds to a grade.
### Grade
#### Name (string)
The name of the grade; will appear when the player hits its respective range in the minigame.
#### NamePlural (string)
The plural name of the grade; will appear in Stats.
#### Value (int)
The reward value of the grade, in points.
#### Weight (float)
The "weight" of the grade; used to determine accuracy score in Stats.
#### IsFailure (bool)
If the player hits this grade's respective range, will count as failure.
#### DialoguePoolID (string; optional)
If the player hits this grade, the character will speak dialogue from this pool (see dialogue.xml)
#### Sound (path)
This sound will play when the grade is hit.
# Saves
Outside of resources, Feed Snivy also has a few files it writes outside of the game. You will find these in %AppData%/snivy on Windows and ~/.local/share/snivy on Linux.
## settings.xml
Stores general game settings and configuration; beyond invididual characters.
### MeasurementSystem ("Imperial", "Metric")
Determines measurement system (kg/lb).
### Volume (int, percent)
Master volume.
### ColorR, ColorG, ColorB (float, 0-1)
Red/Green/Blue components of menu color.
### WindowX, WindowY (int)
Window position.
### WindowW/H (int)
Window size.
## *.save
Saves are per-character; will be named "[blank].save", stored in "saves" folder, from the name of the character's archive.
### Save
#### IsPostgame (bool)
Determines if the game has been completed (character's max stage has been reached); if true, will enable cheats.
#### IsAlternateSpritesheet (bool)
Determines if the character's spritesheet is using the alternate version (in Pokemon, would be the "shiny" version
### Character
#### Weight (float)
Character's current weight, in kilograms.
#### Calories (float)
Character's current consumed calories.
#### Capacity (float)
Character's capacity, in calories. Remember, max capacity effectively is capacity * CapacityMaxMultiplier (from character.xml)
#### DigestionRate (float, percent)
Character's digestion rate in percent, per game tick (game ticks 60 times per second).
#### EatSpeed (float)
Eat speed multiplier for the character's Eat animation.
#### IsDigesting (bool)
Determines if character is currently digesting (when the bar is going down)
#### DigestionProgress (float, percent)
Character's digestion progress. Digestion max is always 100%.
#### DigestionTimer (int)
When digestion bar is going down, this is the remaining time to 0 (in ticks)
#### TotalCaloriesConsumed (float)
Total calories consumed by the character, per save file.
#### TotalFoodItemsEaten (int)
How many food items have been completely consumed by the character, per save file.
### Play
#### TotalPlays (int)
However many times the "play" game has been attempted (hitting the bar counts as one "play")
#### HighScore (int)
Highest score the player has achieved in the "play" game.
#### BestCombo (int)
Highest combo the player has achieved (how many successful hits the player has gotten in one session)
#### Grades
Play grades are the ratings the game gives based on where the player hit.
##### ID (int)
ID of grade being tracked (see play.xml)
##### Count (int)
How many times the grade has been hit.
### Inventory
Items.
#### ID (int)
ID of item being tracked (see items.xml)
#### Quantity (int)
Count of the item.
# Conclusion
Hopefully this'll give you the resources you need to start making your own characters. If you need any help with this guide, or with clarification on anything, I'm available. Additionally, the game is [licensed as free software](https://github.com/ShweetsStuff/snivy), meaning if you're stuck the code should give you a clue (though I apologize for the lack of comments. Self-documenting code though, am I right? :^) )

View File

@@ -4,15 +4,19 @@ endif()
set(CHARACTERS_DIR "${SRC_DIR}/characters")
set(CHARACTERS_ZIP_SCRIPT "${CHARACTERS_DIR}/zip")
set(IS_HOST_WINDOWS FALSE)
if(CMAKE_HOST_WIN32)
set(IS_HOST_WINDOWS TRUE)
endif()
if(EXISTS "${CHARACTERS_ZIP_SCRIPT}")
if(EXISTS "${CHARACTERS_ZIP_SCRIPT}" AND NOT IS_HOST_WINDOWS)
execute_process(
COMMAND "${CHARACTERS_ZIP_SCRIPT}"
WORKING_DIRECTORY "${CHARACTERS_DIR}"
RESULT_VARIABLE ZIP_SCRIPT_RESULT
)
if(NOT ZIP_SCRIPT_RESULT EQUAL 0)
message(FATAL_ERROR "Failed running ${CHARACTERS_ZIP_SCRIPT} (exit code ${ZIP_SCRIPT_RESULT})")
message(WARNING "Failed running ${CHARACTERS_ZIP_SCRIPT} (exit code ${ZIP_SCRIPT_RESULT}); continuing with existing archives")
endif()
endif()
@@ -26,6 +30,26 @@ file(COPY "${SRC_DIR}/" DESTINATION "${DST_DIR}"
# Copy only .zip archives from resources/characters.
file(MAKE_DIRECTORY "${DST_DIR}/characters")
file(GLOB CHARACTER_ZIPS "${CHARACTERS_DIR}/*.zip")
if(NOT CHARACTER_ZIPS)
file(GLOB CHARACTER_FILES RELATIVE "${CHARACTERS_DIR}" "${CHARACTERS_DIR}/*")
list(FILTER CHARACTER_FILES EXCLUDE REGEX "^zip$")
list(FILTER CHARACTER_FILES EXCLUDE REGEX ".*\\.zip$")
if(CHARACTER_FILES)
execute_process(
COMMAND "${CMAKE_COMMAND}" -E tar cf "snivy.zip" --format=zip ${CHARACTER_FILES}
WORKING_DIRECTORY "${CHARACTERS_DIR}"
RESULT_VARIABLE ZIP_GENERATE_RESULT
)
if(NOT ZIP_GENERATE_RESULT EQUAL 0)
message(WARNING "Failed generating ${CHARACTERS_DIR}/snivy.zip (exit code ${ZIP_GENERATE_RESULT}); continuing without character zip archives")
else()
file(GLOB CHARACTER_ZIPS "${CHARACTERS_DIR}/*.zip")
endif()
endif()
endif()
if(CHARACTER_ZIPS)
file(COPY ${CHARACTER_ZIPS} DESTINATION "${DST_DIR}/characters")
endif()

View File

@@ -0,0 +1,47 @@
if(NOT DEFINED BIN_ROOT OR BIN_ROOT STREQUAL "")
message(FATAL_ERROR "BIN_ROOT is required")
endif()
if(NOT DEFINED TARGET_DIR OR TARGET_DIR STREQUAL "")
message(FATAL_ERROR "TARGET_DIR is required")
endif()
if(NOT DEFINED EXE_FILE OR EXE_FILE STREQUAL "")
message(FATAL_ERROR "EXE_FILE is required")
endif()
if(NOT DEFINED PACKAGE_NAME OR PACKAGE_NAME STREQUAL "")
set(PACKAGE_NAME "snivy-win32")
endif()
set(EXE_PATH "${TARGET_DIR}/${EXE_FILE}")
set(PACKAGE_DIR "${BIN_ROOT}/${PACKAGE_NAME}")
set(ARCHIVE_PATH "${BIN_ROOT}/${PACKAGE_NAME}.zip")
set(TARGET_RESOURCES_DIR "${TARGET_DIR}/resources")
set(BIN_RESOURCES_DIR "${BIN_ROOT}/resources")
file(MAKE_DIRECTORY "${BIN_ROOT}")
file(REMOVE_RECURSE "${PACKAGE_DIR}")
file(REMOVE "${ARCHIVE_PATH}")
file(MAKE_DIRECTORY "${PACKAGE_DIR}")
if(EXISTS "${EXE_PATH}")
file(COPY "${EXE_PATH}" DESTINATION "${PACKAGE_DIR}")
else()
message(FATAL_ERROR "Executable not found: ${EXE_PATH}")
endif()
if(EXISTS "${TARGET_RESOURCES_DIR}")
file(COPY "${TARGET_RESOURCES_DIR}" DESTINATION "${PACKAGE_DIR}")
elseif(EXISTS "${BIN_RESOURCES_DIR}")
file(COPY "${BIN_RESOURCES_DIR}" DESTINATION "${PACKAGE_DIR}")
endif()
execute_process(
COMMAND "${CMAKE_COMMAND}" -E tar cf "${PACKAGE_NAME}.zip" --format=zip "${PACKAGE_NAME}"
WORKING_DIRECTORY "${BIN_ROOT}"
RESULT_VARIABLE ZIP_RESULT
)
if(NOT ZIP_RESULT EQUAL 0)
message(FATAL_ERROR "Failed creating ${ARCHIVE_PATH}")
endif()

View File

@@ -240,7 +240,7 @@ namespace game::entity
auto& index = animationMap.at(queuedPlay.animation);
if (queuedPlay.isPlayAfterAnimation)
nextQueuedPlay = queuedPlay;
else if (index != animationIndex && currentQueuedPlay.isInterruptible)
else if ((state == STOPPED || index != animationIndex) && currentQueuedPlay.isInterruptible)
{
play(queuedPlay.animation, queuedPlay.mode, queuedPlay.time, queuedPlay.speedMultiplier);
currentQueuedPlay = queuedPlay;

View File

@@ -2,7 +2,7 @@
#include <unordered_set>
#include "../canvas.hpp"
#include "../render/canvas.hpp"
#include "../resource/xml/anm2.hpp"
namespace game::entity

View File

@@ -189,7 +189,7 @@ namespace game::entity
isStageUp = false;
}
if (nextQueuedPlay.empty()) queue_idle_animation();
if (nextQueuedPlay.empty() && !isTalking) queue_idle_animation();
}
Actor::tick();
@@ -335,12 +335,14 @@ namespace game::entity
void Character::queue_play(QueuedPlay play)
{
if (isStageUp) return;
queuedPlay = play;
queuedPlay.animation = animation_name_convert(queuedPlay.animation);
}
void Character::queue_idle_animation()
{
if (isStageUp) return;
if (data.animations.idle.empty()) return;
queue_play(
{is_over_capacity() && !data.animations.idleFull.empty() ? data.animations.idleFull : data.animations.idle});
@@ -348,6 +350,7 @@ namespace game::entity
void Character::queue_interact_area_animation(resource::xml::Character::InteractArea& interactArea)
{
if (isStageUp) return;
if (interactArea.animation.empty()) return;
queue_play({is_over_capacity() && !interactArea.animationFull.empty() ? interactArea.animationFull
: interactArea.animation});

View File

@@ -47,6 +47,7 @@ namespace game::entity
std::vector<int> animationBlinkDurations{};
bool isStageUp{};
bool isStageUpDuring{};
bool isJustStageUp{};
bool isJustStageFinal{};

View File

@@ -1,6 +1,5 @@
#pragma once
#include "../util/interact_type.hpp"
#include "actor.hpp"
namespace game::entity
@@ -16,7 +15,7 @@ namespace game::entity
};
State state{DEFAULT};
InteractType mode{InteractType::RUB};
int interactTypeID{-1};
Cursor() = default;
Cursor(resource::xml::Anm2&);

View File

@@ -3,8 +3,8 @@
#include <utility>
#include "util/imgui.hpp"
#include "util/math.hpp"
#include "../util/imgui.hpp"
#include "../util/math.hpp"
using namespace glm;
using namespace game::resource;

View File

@@ -6,7 +6,7 @@
#include <glad/glad.h>
#endif
#include "resource/shader.hpp"
#include "../resource/shader.hpp"
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp>

View File

@@ -4,8 +4,9 @@
namespace game::resource::xml
{
const std::string& AnimationEntryCollection::get()
std::string* AnimationEntryCollection::get()
{
return at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).animation;
if (empty()) return nullptr;
return &at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).animation;
}
}

View File

@@ -17,7 +17,7 @@ namespace game::resource::xml
class AnimationEntryCollection : public std::vector<AnimationEntry>
{
public:
const std::string& get();
std::string* get();
};
}

View File

@@ -41,6 +41,8 @@ namespace game::resource::xml
query_anm2(root, "Anm2", archive, textureRootPath, anm2);
query_string_attribute(root, "Name", &name);
query_vec3(root, "ColorR", "ColorG", "ColorB", color);
root->QueryFloatAttribute("Weight", &weight);
root->QueryFloatAttribute("Capacity", &capacity);
@@ -159,6 +161,15 @@ namespace game::resource::xml
if (auto element = root->FirstChildElement("InteractAreas"))
{
auto interact_type_id_get = [&](const std::string& typeName)
{
for (int i = 0; i < (int)interactTypeNames.size(); i++)
if (interactTypeNames[i] == typeName) return i;
interactTypeNames.emplace_back(typeName);
return (int)interactTypeNames.size() - 1;
};
for (auto child = element->FirstChildElement("InteractArea"); child;
child = child->NextSiblingElement("InteractArea"))
{
@@ -173,6 +184,7 @@ namespace game::resource::xml
query_string_attribute(child, "AnimationCursorActive", &interactArea.animationCursorActive);
query_sound_entry_collection(child, "Sound", archive, soundRootPath, interactArea.sound, "Path");
dialogue.query_pool_id(child, "DialoguePoolID", interactArea.pool.id);
query_bool_attribute(child, "IsHold", &interactArea.isHold);
child->QueryFloatAttribute("DigestionBonusRub", &interactArea.digestionBonusRub);
child->QueryFloatAttribute("DigestionBonusClick", &interactArea.digestionBonusClick);
child->QueryFloatAttribute("Time", &interactArea.time);
@@ -181,9 +193,7 @@ namespace game::resource::xml
std::string typeString{};
query_string_attribute(child, "Type", &typeString);
for (int i = 0; i < (int)std::size(INTERACT_TYPE_STRINGS); i++)
if (typeString == INTERACT_TYPE_STRINGS[i]) interactArea.type = (InteractType)i;
if (!typeString.empty()) interactArea.typeID = interact_type_id_get(typeString);
interactAreas.emplace_back(std::move(interactArea));
}
@@ -210,10 +220,10 @@ namespace game::resource::xml
else
logger.warning(std::format("No character cursor.xml file found: {}", path.string()));
if (auto playSchemaPath = physfs::Path(archive + "/" + "play.xml"); playSchemaPath.is_valid())
playSchema = Play(playSchemaPath, dialogue);
if (auto skillCheckSchemaPath = physfs::Path(archive + "/" + "skill_check.xml"); skillCheckSchemaPath.is_valid())
skillCheckSchema = SkillCheck(skillCheckSchemaPath, dialogue);
else
logger.warning(std::format("No character play.xml file found: {}", path.string()));
logger.warning(std::format("No character skill_check.xml file found: {}", path.string()));
logger.info(std::format("Initialized character: {}", name));

View File

@@ -3,7 +3,6 @@
#include <filesystem>
#include <vector>
#include "../../util/interact_type.hpp"
#include "../audio.hpp"
#include "animation_entry.hpp"
#include "anm2.hpp"
@@ -12,7 +11,7 @@
#include "dialogue.hpp"
#include "item.hpp"
#include "menu.hpp"
#include "play.hpp"
#include "skill_check.hpp"
#include "save.hpp"
namespace game::resource::xml
@@ -51,7 +50,8 @@ namespace game::resource::xml
int nullID{-1};
int layerID{-1};
InteractType type{(InteractType)-1};
int typeID{-1};
bool isHold{};
Dialogue::PoolReference pool{-1};
float digestionBonusRub{};
@@ -97,7 +97,7 @@ namespace game::resource::xml
Item itemSchema{};
Menu menuSchema{};
Cursor cursorSchema{};
Play playSchema{};
SkillCheck skillCheckSchema{};
Save save{};
@@ -107,9 +107,12 @@ namespace game::resource::xml
Sounds sounds{};
glm::vec3 color{0.120f, 0.515f, 0.115f};
std::vector<Stage> stages{};
std::vector<ExpandArea> expandAreas{};
std::vector<EatArea> eatAreas{};
std::vector<std::string> interactTypeNames{};
std::vector<InteractArea> interactAreas{};
AlternateSpritesheet alternateSpritesheet{};

View File

@@ -42,6 +42,7 @@ namespace game::resource::xml
query_string_attribute(root, "Name", &name);
query_string_attribute(root, "Description", &description);
query_string_attribute(root, "Author", &author);
query_vec3(root, "ColorR", "ColorG", "ColorB", color);
root->QueryFloatAttribute("Weight", &weight);
if (auto element = root->FirstChildElement("Stages"))

View File

@@ -1,6 +1,7 @@
#pragma once
#include <filesystem>
#include <glm/glm.hpp>
#include <string>
#include <vector>
@@ -22,6 +23,7 @@ namespace game::resource::xml
Texture portrait{};
Texture render{};
Save save{};
glm::vec3 color{0.120f, 0.515f, 0.115f};
int stages{1};

View File

@@ -87,6 +87,22 @@ namespace game::resource::xml
query_sound_entry_collection(element, "Dispose", archive, soundRootPath, sounds.dispose);
query_sound_entry_collection(element, "Return", archive, soundRootPath, sounds.return_);
query_sound_entry_collection(element, "Summon", archive, soundRootPath, sounds.summon);
query_sound_entry_collection(element, "Upgrade", archive, soundRootPath, sounds.upgrade);
query_sound_entry_collection(element, "UpgradeFail", archive, soundRootPath, sounds.upgradeFail);
}
if (auto element = root->FirstChildElement("Items"))
{
int id{};
for (auto child = element->FirstChildElement("Item"); child; child = child->NextSiblingElement("Item"))
{
std::string name{};
query_string_attribute(child, "Name", &name);
stringToIDMap[name] = id;
idToStringMap[id] = name;
id++;
}
}
if (auto element = root->FirstChildElement("Items"))
@@ -108,8 +124,25 @@ namespace game::resource::xml
query_float_optional_attribute(child, "DigestionBonus", item.digestionBonus);
query_float_optional_attribute(child, "EatSpeedBonus", item.eatSpeedBonus);
query_float_optional_attribute(child, "Gravity", item.gravity);
query_int_optional_attribute(child, "ChewCount", item.chewCount);
query_bool_attribute(child, "IsPlayReward", &item.isPlayReward);
if (child->FindAttribute("UpgradeID"))
{
std::string upgradeIDString{};
query_string_attribute(child, "UpgradeID", &upgradeIDString);
if (!upgradeIDString.empty() && stringToIDMap.contains(upgradeIDString))
item.upgradeID = stringToIDMap[upgradeIDString];
else if (upgradeIDString.empty())
logger.warning(std::format("Empty UpgradeID ({})", item.name));
else
logger.warning(std::format("Could not find item ID for UpgradeID: {} ({})", upgradeIDString, item.name));
query_int_optional_attribute(child, "UpgradeCount", item.upgradeCount);
}
query_bool_attribute(child, "IsSkillCheckReward", &item.isSkillCheckReward);
query_bool_attribute(child, "IsToggleSpritesheet", &item.isToggleSpritesheet);
std::string categoryString{};
@@ -140,7 +173,7 @@ namespace game::resource::xml
{
auto& item = items[i];
pools[item.rarityID].emplace_back(i);
if (item.isPlayReward) rewardItemPool.emplace_back(i);
if (item.isSkillCheckReward) skillCheckRewardItemPool.emplace_back(i);
}
for (int i = 0; i < (int)rarities.size(); i++)

View File

@@ -42,13 +42,15 @@ namespace game::resource::xml
std::string description{UNDEFINED};
int categoryID{};
int rarityID{};
std::optional<int> upgradeCount{};
std::optional<int> upgradeID{};
std::optional<int> flavorID;
std::optional<float> calories{};
std::optional<float> eatSpeedBonus{};
std::optional<float> digestionBonus{};
std::optional<float> gravity{};
std::optional<int> chewCount{};
bool isPlayReward{};
bool isSkillCheckReward{};
bool isToggleSpritesheet{};
};
@@ -63,11 +65,15 @@ namespace game::resource::xml
SoundEntryCollection return_{};
SoundEntryCollection dispose{};
SoundEntryCollection summon{};
SoundEntryCollection upgrade{};
SoundEntryCollection upgradeFail{};
};
std::unordered_map<std::string, int> categoryMap{};
std::unordered_map<std::string, int> rarityMap{};
std::unordered_map<std::string, int> flavorMap{};
std::unordered_map<std::string, int> stringToIDMap{};
std::unordered_map<int, std::string> idToStringMap{};
using Pool = std::vector<int>;
@@ -79,7 +85,7 @@ namespace game::resource::xml
std::vector<int> rarityIDsSortedByChance{};
std::unordered_map<int, Pool> pools{};
Pool rewardItemPool{};
Pool skillCheckRewardItemPool{};
Animations animations{};
Sounds sounds{};

View File

@@ -36,6 +36,7 @@ namespace game::resource::xml
query_sound_entry_collection(element, "Close", archive, soundRootPath, sounds.close);
query_sound_entry_collection(element, "Hover", archive, soundRootPath, sounds.hover);
query_sound_entry_collection(element, "Select", archive, soundRootPath, sounds.select);
query_sound_entry_collection(element, "CheatsActivated", archive, soundRootPath, sounds.cheatsActivated);
}
}

View File

@@ -15,6 +15,7 @@ namespace game::resource::xml
SoundEntryCollection close{};
SoundEntryCollection hover{};
SoundEntryCollection select{};
SoundEntryCollection cheatsActivated{};
};
Sounds sounds{};

View File

@@ -22,15 +22,13 @@ namespace game::resource::xml
XMLDocument document;
auto pathString = path.string();
// Fail silently if there's no save.
auto result = document.LoadFile(pathString.c_str());
if (result == XML_ERROR_FILE_NOT_FOUND || result == XML_ERROR_FILE_COULD_NOT_BE_OPENED) return;
if (result != XML_SUCCESS)
{
logger.error(
std::format("Could not initialize character save file: {} ({})", pathString, document.ErrorStr()));
logger.error(std::format("Could not initialize character save file: {} ({})", pathString, document.ErrorStr()));
return;
}
@@ -54,7 +52,9 @@ namespace game::resource::xml
element->QueryIntAttribute("TotalFoodItemsEaten", &totalFoodItemsEaten);
}
if (auto element = root->FirstChildElement("Play"))
auto element = root->FirstChildElement("SkillCheck");
if (!element) element = root->FirstChildElement("Play");
if (element)
{
element->QueryIntAttribute("TotalPlays", &totalPlays);
element->QueryIntAttribute("HighScore", &highScore);
@@ -130,13 +130,13 @@ namespace game::resource::xml
characterElement->SetAttribute("TotalCaloriesConsumed", totalCaloriesConsumed);
characterElement->SetAttribute("TotalFoodItemsEaten", totalFoodItemsEaten);
auto playElement = element->InsertNewChildElement("Play");
auto skillCheckElement = element->InsertNewChildElement("SkillCheck");
playElement->SetAttribute("TotalPlays", totalPlays);
playElement->SetAttribute("HighScore", highScore);
playElement->SetAttribute("BestCombo", bestCombo);
skillCheckElement->SetAttribute("TotalPlays", totalPlays);
skillCheckElement->SetAttribute("HighScore", highScore);
skillCheckElement->SetAttribute("BestCombo", bestCombo);
auto gradesElement = playElement->InsertNewChildElement("Grades");
auto gradesElement = skillCheckElement->InsertNewChildElement("Grades");
for (auto& [i, count] : gradeCounts)
{

View File

@@ -23,8 +23,7 @@ namespace game::resource::xml
if (document.LoadFile(pathString.c_str()) != XML_SUCCESS)
{
logger.error(
std::format("Could not initialize character save file: {} ({})", pathString, document.ErrorStr()));
logger.error(std::format("Could not initialize character save file: {} ({})", pathString, document.ErrorStr()));
return;
}
@@ -34,13 +33,10 @@ namespace game::resource::xml
query_string_attribute(root, "MeasurementSystem", &measurementSystemString);
measurementSystem = measurementSystemString == "Imperial" ? measurement::IMPERIAL : measurement::METRIC;
root->QueryIntAttribute("Volume", &volume);
root->QueryFloatAttribute("ColorR", &color.r);
root->QueryFloatAttribute("ColorG", &color.g);
root->QueryFloatAttribute("ColorB", &color.b);
root->QueryFloatAttribute("WindowX", &windowPosition.x);
root->QueryFloatAttribute("WindowY", &windowPosition.y);
root->QueryIntAttribute("WindowW", &windowSize.x);
root->QueryIntAttribute("WindowH", &windowSize.y);
query_vec3(root, "ColorR", "ColorG", "ColorB", color);
query_vec2(root, "WindowX", "WindowY", windowPosition);
query_ivec2(root, "WindowW", "WindowH", windowSize);
query_bool_attribute(root, "IsUseCharacterColor", &isUseCharacterColor);
}
logger.info(std::format("Initialized settings: {}", pathString));
@@ -59,13 +55,10 @@ namespace game::resource::xml
element->SetAttribute("MeasurementSystem", measurementSystem == measurement::IMPERIAL ? "Imperial" : "Metric");
element->SetAttribute("Volume", volume);
element->SetAttribute("ColorR", color.r);
element->SetAttribute("ColorG", color.g);
element->SetAttribute("ColorB", color.b);
element->SetAttribute("WindowX", windowPosition.x);
element->SetAttribute("WindowY", windowPosition.y);
element->SetAttribute("WindowW", windowSize.x);
element->SetAttribute("WindowH", windowSize.y);
set_vec3_attribute(element, "ColorR", "ColorG", "ColorB", color);
set_vec2_attribute(element, "WindowX", "WindowY", windowPosition);
set_ivec2_attribute(element, "WindowW", "WindowH", windowSize);
set_bool_attribute(element, "IsUseCharacterColor", isUseCharacterColor);
document.InsertFirstChild(element);

View File

@@ -21,6 +21,7 @@ namespace game::resource::xml
util::measurement::System measurementSystem{util::measurement::METRIC};
int volume{50};
bool isUseCharacterColor{true};
glm::vec3 color{0.120f, 0.515f, 0.115f};
glm::ivec2 windowSize{1600, 900};

View File

@@ -1,4 +1,4 @@
#include "play.hpp"
#include "skill_check.hpp"
#include "../../log.hpp"
#include "util.hpp"
@@ -10,7 +10,7 @@ using namespace game::util;
namespace game::resource::xml
{
Play::Play(const physfs::Path& path, Dialogue& dialogue)
SkillCheck::SkillCheck(const physfs::Path& path, Dialogue& dialogue)
{
XMLDocument document;
@@ -62,8 +62,8 @@ namespace game::resource::xml
}
isValid = true;
logger.info(std::format("Initialized play schema: {}", path.c_str()));
logger.info(std::format("Initialized skill check schema: {}", path.c_str()));
}
bool Play::is_valid() const { return isValid; };
bool SkillCheck::is_valid() const { return isValid; };
}

View File

@@ -8,7 +8,7 @@
namespace game::resource::xml
{
class Play
class SkillCheck
{
public:
struct Grade
@@ -48,8 +48,8 @@ namespace game::resource::xml
bool isValid{};
Play() = default;
Play(const util::physfs::Path&, Dialogue&);
SkillCheck() = default;
SkillCheck(const util::physfs::Path&, Dialogue&);
bool is_valid() const;
};

View File

@@ -4,13 +4,15 @@
namespace game::resource::xml
{
Audio& SoundEntryCollection::get()
Audio* SoundEntryCollection::get()
{
return at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).sound;
if (empty()) return nullptr;
return &at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).sound;
}
void SoundEntryCollection::play()
{
at(util::vector::random_index_weighted(*this, [](const auto& entry) { return entry.weight; })).play();
if (empty()) return;
if (auto audio = get()) audio->play();
}
}

View File

@@ -18,7 +18,7 @@ namespace game::resource::xml
class SoundEntryCollection : public std::vector<SoundEntry>
{
public:
Audio& get();
Audio* get();
void play();
};
}

View File

@@ -12,6 +12,8 @@ using namespace game::util;
namespace game::resource::xml
{
XMLError query_result_merge(XMLError result, XMLError next) { return result == XML_SUCCESS ? next : result; }
XMLError query_string_attribute(XMLElement* element, const char* attribute, std::string* value)
{
const char* temp = nullptr;
@@ -45,6 +47,60 @@ namespace game::resource::xml
return result;
}
XMLError query_ivec2(XMLElement* element, const char* attributeX, const char* attributeY, glm::ivec2& value)
{
auto result = element->QueryIntAttribute(attributeX, &value.x);
result = query_result_merge(result, element->QueryIntAttribute(attributeY, &value.y));
return result;
}
XMLError query_vec2(XMLElement* element, const char* attributeX, const char* attributeY, glm::vec2& value)
{
auto result = element->QueryFloatAttribute(attributeX, &value.x);
result = query_result_merge(result, element->QueryFloatAttribute(attributeY, &value.y));
return result;
}
XMLError query_vec3(XMLElement* element, const char* attributeX, const char* attributeY, const char* attributeZ,
glm::vec3& value)
{
auto result = element->QueryFloatAttribute(attributeX, &value.x);
result = query_result_merge(result, element->QueryFloatAttribute(attributeY, &value.y));
result = query_result_merge(result, element->QueryFloatAttribute(attributeZ, &value.z));
return result;
}
XMLError set_bool_attribute(XMLElement* element, const char* attribute, bool value)
{
element->SetAttribute(attribute, value ? "true" : "false");
return XML_SUCCESS;
}
XMLError set_ivec2_attribute(XMLElement* element, const char* attributeX, const char* attributeY,
const glm::ivec2& value)
{
element->SetAttribute(attributeX, value.x);
element->SetAttribute(attributeY, value.y);
return XML_SUCCESS;
}
XMLError set_vec2_attribute(XMLElement* element, const char* attributeX, const char* attributeY,
const glm::vec2& value)
{
element->SetAttribute(attributeX, value.x);
element->SetAttribute(attributeY, value.y);
return XML_SUCCESS;
}
XMLError set_vec3_attribute(XMLElement* element, const char* attributeX, const char* attributeY,
const char* attributeZ, const glm::vec3& value)
{
element->SetAttribute(attributeX, value.x);
element->SetAttribute(attributeY, value.y);
element->SetAttribute(attributeZ, value.z);
return XML_SUCCESS;
}
XMLError query_float_optional_attribute(XMLElement* element, const char* attribute, std::optional<float>& value)
{
value.emplace();
@@ -84,102 +140,139 @@ namespace game::resource::xml
return result;
}
void query_event_id(XMLElement* element, const char* name, const Anm2& anm2, int& eventID)
XMLError query_event_id(XMLElement* element, const char* name, const Anm2& anm2, int& eventID)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
if (anm2.eventMap.contains(string))
{
eventID = anm2.eventMap.at(string);
return XML_SUCCESS;
}
else
{
logger.error(std::format("Could not query anm2 event ID: {} ({})", string, anm2.path));
eventID = -1;
return XML_ERROR_PARSING_ATTRIBUTE;
}
}
void query_layer_id(XMLElement* element, const char* name, const Anm2& anm2, int& layerID)
XMLError query_layer_id(XMLElement* element, const char* name, const Anm2& anm2, int& layerID)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
if (anm2.layerMap.contains(string))
{
layerID = anm2.layerMap.at(string);
return XML_SUCCESS;
}
else
{
logger.error(std::format("Could not query anm2 layer ID: {} ({})", string, anm2.path));
layerID = -1;
return XML_ERROR_PARSING_ATTRIBUTE;
}
}
void query_null_id(XMLElement* element, const char* name, const Anm2& anm2, int& nullID)
XMLError query_null_id(XMLElement* element, const char* name, const Anm2& anm2, int& nullID)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
if (anm2.nullMap.contains(string))
{
nullID = anm2.nullMap.at(string);
return XML_SUCCESS;
}
else
{
logger.error(std::format("Could not query anm2 null ID: {} ({})", string, anm2.path));
nullID = -1;
return XML_ERROR_PARSING_ATTRIBUTE;
}
}
void query_anm2(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
XMLError query_anm2(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
Anm2& anm2, Anm2::Flags flags)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
anm2 = Anm2(physfs::Path(archive + "/" + rootPath + "/" + string), flags);
return XML_SUCCESS;
}
void query_texture(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
XMLError query_texture(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
Texture& texture)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
texture = Texture(physfs::Path(archive + "/" + rootPath + "/" + string));
return XML_SUCCESS;
}
void query_sound(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
XMLError query_sound(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
Audio& sound)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
sound = Audio(physfs::Path(archive + "/" + rootPath + "/" + string));
return XML_SUCCESS;
}
void query_font(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
XMLError query_font(XMLElement* element, const char* name, const std::string& archive, const std::string& rootPath,
Font& font)
{
std::string string{};
query_string_attribute(element, name, &string);
auto result = query_string_attribute(element, name, &string);
if (result != XML_SUCCESS) return result;
font = Font(physfs::Path(archive + "/" + rootPath + "/" + string));
return XML_SUCCESS;
}
void query_animation_entry(XMLElement* element, AnimationEntry& animationEntry)
XMLError query_animation_entry(XMLElement* element, AnimationEntry& animationEntry)
{
query_string_attribute(element, "Animation", &animationEntry.animation);
element->QueryFloatAttribute("Weight", &animationEntry.weight);
auto result = query_string_attribute(element, "Animation", &animationEntry.animation);
result = query_result_merge(result, element->QueryFloatAttribute("Weight", &animationEntry.weight));
return result;
}
void query_animation_entry_collection(XMLElement* element, const char* name,
XMLError query_animation_entry_collection(XMLElement* element, const char* name,
AnimationEntryCollection& animationEntryCollection)
{
auto result = XML_SUCCESS;
for (auto child = element->FirstChildElement(name); child; child = child->NextSiblingElement(name))
query_animation_entry(child, animationEntryCollection.emplace_back());
result = query_result_merge(result, query_animation_entry(child, animationEntryCollection.emplace_back()));
return result;
}
void query_sound_entry(XMLElement* element, const std::string& archive, const std::string& rootPath,
XMLError query_sound_entry(XMLElement* element, const std::string& archive, const std::string& rootPath,
SoundEntry& soundEntry, const std::string& attributeName)
{
query_sound(element, attributeName.c_str(), archive, rootPath, soundEntry.sound);
element->QueryFloatAttribute("Weight", &soundEntry.weight);
auto result = query_sound(element, attributeName.c_str(), archive, rootPath, soundEntry.sound);
result = query_result_merge(result, element->QueryFloatAttribute("Weight", &soundEntry.weight));
return result;
}
void query_sound_entry_collection(XMLElement* element, const char* name, const std::string& archive,
XMLError query_sound_entry_collection(XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, SoundEntryCollection& soundEntryCollection,
const std::string& attributeName)
{
auto result = XML_SUCCESS;
for (auto child = element->FirstChildElement(name); child; child = child->NextSiblingElement(name))
query_sound_entry(child, archive, rootPath, soundEntryCollection.emplace_back(), attributeName);
result = query_result_merge(
result, query_sound_entry(child, archive, rootPath, soundEntryCollection.emplace_back(), attributeName));
return result;
}
}

View File

@@ -4,6 +4,7 @@
#include <optional>
#include <string>
#include <glm/glm.hpp>
#include <tinyxml2.h>
#include "animation_entry.hpp"
@@ -19,32 +20,42 @@ namespace game::resource::xml
tinyxml2::XMLError query_bool_attribute(tinyxml2::XMLElement*, const char*, bool*);
tinyxml2::XMLError query_path_attribute(tinyxml2::XMLElement*, const char*, std::filesystem::path*);
tinyxml2::XMLError query_color_attribute(tinyxml2::XMLElement*, const char*, float*);
tinyxml2::XMLError query_ivec2(tinyxml2::XMLElement*, const char*, const char*, glm::ivec2&);
tinyxml2::XMLError query_vec2(tinyxml2::XMLElement*, const char*, const char*, glm::vec2&);
tinyxml2::XMLError query_vec3(tinyxml2::XMLElement*, const char*, const char*, const char*, glm::vec3&);
tinyxml2::XMLError set_bool_attribute(tinyxml2::XMLElement*, const char*, bool);
tinyxml2::XMLError set_ivec2_attribute(tinyxml2::XMLElement*, const char*, const char*, const glm::ivec2&);
tinyxml2::XMLError set_vec2_attribute(tinyxml2::XMLElement*, const char*, const char*, const glm::vec2&);
tinyxml2::XMLError set_vec3_attribute(tinyxml2::XMLElement*, const char*, const char*, const char*,
const glm::vec3&);
tinyxml2::XMLError query_float_optional_attribute(tinyxml2::XMLElement* element, const char* attribute,
std::optional<float>& value);
tinyxml2::XMLError query_int_optional_attribute(tinyxml2::XMLElement* element, const char* attribute,
std::optional<int>& value);
void query_event_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& eventID);
void query_layer_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& layerID);
void query_null_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& nullID);
tinyxml2::XMLError query_event_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& eventID);
tinyxml2::XMLError query_layer_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& layerID);
tinyxml2::XMLError query_null_id(tinyxml2::XMLElement* element, const char* name, const Anm2& anm2, int& nullID);
void query_anm2(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
tinyxml2::XMLError query_anm2(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, Anm2& anm2, Anm2::Flags flags = {});
void query_texture(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
tinyxml2::XMLError query_texture(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, Texture& texture);
void query_sound(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
tinyxml2::XMLError query_sound(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, Audio& sound);
void query_font(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
tinyxml2::XMLError query_font(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, Font& font);
void query_animation_entry(tinyxml2::XMLElement* element, AnimationEntry& animationEntry);
void query_animation_entry_collection(tinyxml2::XMLElement* element, const char* name,
tinyxml2::XMLError query_animation_entry(tinyxml2::XMLElement* element, AnimationEntry& animationEntry);
tinyxml2::XMLError query_animation_entry_collection(tinyxml2::XMLElement* element, const char* name,
AnimationEntryCollection& animationEntryCollection);
void query_sound_entry(tinyxml2::XMLElement* element, const std::string& archive, const std::string& rootPath,
SoundEntry& soundEntry, const std::string& attributeName = "Sound");
void query_sound_entry_collection(tinyxml2::XMLElement* element, const char* name, const std::string& archive,
const std::string& rootPath, SoundEntryCollection& soundEntryCollection,
tinyxml2::XMLError query_sound_entry(tinyxml2::XMLElement* element, const std::string& archive,
const std::string& rootPath, SoundEntry& soundEntry,
const std::string& attributeName = "Sound");
tinyxml2::XMLError query_sound_entry_collection(tinyxml2::XMLElement* element, const char* name,
const std::string& archive, const std::string& rootPath,
SoundEntryCollection& soundEntryCollection,
const std::string& attributeName = "Sound");
tinyxml2::XMLError document_load(const util::physfs::Path&, tinyxml2::XMLDocument&);

View File

@@ -31,8 +31,8 @@ namespace game
case SELECT:
select.tick();
break;
case MAIN:
main.tick(resources);
case PLAY:
play.tick(resources);
break;
default:
break;
@@ -52,7 +52,7 @@ namespace game
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
{
if (type == MAIN) main.exit(resources);
if (type == PLAY) play.exit(resources);
isRunning = false;
}
if (!isRunning) return;
@@ -68,30 +68,30 @@ namespace game
select.update(resources);
if (select.info.isNewGame || select.info.isContinue)
{
Main::Game game = select.info.isNewGame ? Main::NEW_GAME : Main::CONTINUE;
if (game == Main::NEW_GAME) resources.character_save_set(select.characterIndex, resource::xml::Save());
Play::Game game = select.info.isNewGame ? Play::NEW_GAME : Play::CONTINUE;
if (game == Play::NEW_GAME) resources.character_save_set(select.characterIndex, resource::xml::Save());
main.set(resources, select.characterIndex, game);
type = MAIN;
play.set(resources, select.characterIndex, game);
type = PLAY;
select.info.isNewGame = false;
select.info.isContinue = false;
}
break;
case MAIN:
main.update(resources);
if (main.menu.configuration.isGoToSelect)
case PLAY:
play.update(resources);
if (play.menu.settingsMenu.isGoToSelect)
{
main.exit(resources);
play.exit(resources);
type = SELECT;
main.menu.configuration.isGoToSelect = false;
play.menu.settingsMenu.isGoToSelect = false;
}
break;
default:
break;
}
auto isHideCursor = type == MAIN;
auto isHideCursor = type == PLAY;
if (isHideCursor != isCursorHidden)
{
if (isHideCursor)
@@ -104,6 +104,8 @@ namespace game
void State::render()
{
auto& color =
resources.settings.isUseCharacterColor && type == PLAY ? play.character.data.color : resources.settings.color;
auto windowSize = resources.settings.windowSize;
#ifndef __EMSCRIPTEN__
SDL_GetWindowSize(window, &windowSize.x, &windowSize.y);
@@ -111,7 +113,7 @@ namespace game
canvas.bind();
canvas.size_set(windowSize);
canvas.clear(vec4(resources.settings.color, 1.0f));
canvas.clear(vec4(color, 1.0f));
canvas.unbind();
switch (type)
@@ -119,8 +121,8 @@ namespace game
case SELECT:
select.render(resources, canvas);
break;
case MAIN:
main.render(resources, canvas);
case PLAY:
play.render(resources, canvas);
break;
default:
break;

View File

@@ -2,10 +2,10 @@
#include <SDL3/SDL.h>
#include "canvas.hpp"
#include "render/canvas.hpp"
#include "resources.hpp"
#include "state/main.hpp"
#include "state/play.hpp"
#include "state/select.hpp"
#include "entity/cursor.hpp"
@@ -22,7 +22,7 @@ namespace game
enum Type
{
MAIN,
PLAY,
SELECT
};
@@ -30,7 +30,7 @@ namespace game
Resources resources;
state::Main main;
state::Play play;
state::Select select;
void tick();

View File

@@ -1,194 +0,0 @@
#include "inventory.hpp"
#include <cmath>
#include <format>
#include <ranges>
#include "../../util/color.hpp"
#include "../../util/imgui.hpp"
#include "../../util/imgui/widget.hpp"
#include "../../util/math.hpp"
using namespace game::util;
using namespace game::util::imgui;
using namespace game::entity;
using namespace game::resource;
using namespace glm;
namespace game::state::main
{
void Inventory::tick()
{
for (auto& [i, actor] : actors)
actor.tick();
}
void Inventory::update(Resources& resources, ItemManager& itemManager, entity::Character& character)
{
auto& schema = character.data.itemSchema;
if (!itemManager.returnItemIDs.empty())
{
for (auto& id : itemManager.returnItemIDs)
values[id]++;
itemManager.returnItemIDs.clear();
}
if (ImGui::BeginChild("##Inventory Child"))
{
auto cursorPos = ImGui::GetCursorPos();
auto cursorStartX = ImGui::GetCursorPosX();
auto size = ImVec2(SIZE, SIZE);
for (int i = 0; i < (int)schema.items.size(); i++)
{
auto& item = schema.items[i];
auto& quantity = values[i];
auto& category = schema.categories[item.categoryID];
auto& calories = item.calories;
auto& digestionBonus = item.digestionBonus;
auto& eatSpeedBonus = item.eatSpeedBonus;
auto& rarity = schema.rarities[item.rarityID];
quantity = glm::clamp(0, quantity, schema.quantityMax);
if (rarity.isHidden && quantity <= 0) continue;
ImGui::PushID(i);
ImGui::SetCursorPos(cursorPos);
auto cursorScreenPos = ImGui::GetCursorScreenPos();
if (!actors.contains(i))
{
actors[i] = Actor(schema.anm2s[i], {}, Actor::SET);
rects[i] = actors[i].rect();
}
auto& rect = rects[i];
auto rectSize = vec2(rect.z, rect.w);
auto previewScale = (size.x <= 0.0f || size.y <= 0.0f || rectSize.x <= 0.0f || rectSize.y <= 0.0f ||
!std::isfinite(rectSize.x) || !std::isfinite(rectSize.y))
? 0.0f
: std::min(size.x / rectSize.x, size.y / rectSize.y);
auto previewSize = rectSize * previewScale;
auto canvasSize = ivec2(std::max(1.0f, previewSize.x), std::max(1.0f, previewSize.y));
if (!canvases.contains(i)) canvases.emplace((int)i, Canvas(canvasSize, Canvas::FLIP));
auto& canvas = canvases[i];
canvas.zoom = math::to_percent(previewScale);
canvas.pan = vec2(rect.x, rect.y);
canvas.bind();
canvas.size_set(canvasSize);
canvas.clear();
actors[i].render(resources.shaders[shader::TEXTURE], resources.shaders[shader::RECT], canvas);
canvas.unbind();
ImGui::BeginDisabled(quantity < 1);
if (WIDGET_FX(ImGui::ImageButton("##Image Button", canvas.texture, size, ImVec2(), ImVec2(1, 1), ImVec4(),
quantity <= 0 ? ImVec4(0, 0, 0, 1) : ImVec4(1, 1, 1, 1))) &&
quantity > 0)
{
if (category.isEdible)
{
if (itemManager.items.size() + 1 >= ItemManager::LIMIT)
character.data.itemSchema.sounds.dispose.play();
else
{
character.data.itemSchema.sounds.summon.play();
itemManager.queuedItemIDs.emplace_back(i);
quantity--;
}
}
else if (item.isToggleSpritesheet)
{
character.spritesheet_set(character.spritesheetType == Character::NORMAL ? Character::ALTERNATE
: Character::NORMAL);
character.data.alternateSpritesheet.sound.play();
quantity--;
}
}
ImGui::EndDisabled();
if (ImGui::BeginItemTooltip())
{
if (quantity > 0)
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::Text("%s (x%i)", item.name.c_str(), quantity);
ImGui::Separator();
ImGui::PopFont();
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetColorU32(imgui::to_imvec4(color::GRAY)));
ImGui::Text("-- %s (%s) --", category.name.c_str(), rarity.name.c_str());
if (item.flavorID.has_value()) ImGui::Text("Flavor: %s", schema.flavors[*item.flavorID].name.c_str());
if (calories.has_value()) ImGui::Text("%0.0f kcal", *calories);
if (digestionBonus.has_value())
{
if (*digestionBonus > 0)
ImGui::Text("Digestion Rate Bonus: +%0.2f%% / sec", *digestionBonus * 60.0f);
else if (digestionBonus < 0)
ImGui::Text("Digestion Rate Penalty: %0.2f%% / sec", *digestionBonus * 60.0f);
}
if (eatSpeedBonus.has_value())
{
if (*eatSpeedBonus > 0)
ImGui::Text("Eat Speed Bonus: +%0.2f%% / sec", *eatSpeedBonus);
else if (eatSpeedBonus < 0)
ImGui::Text("Eat Speed Penalty: %0.2f%% / sec", *eatSpeedBonus);
}
ImGui::PopStyleColor();
ImGui::Separator();
ImGui::TextUnformatted(item.description.c_str());
}
else
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::TextUnformatted("???");
ImGui::PopFont();
}
ImGui::EndTooltip();
}
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
auto text = std::format("x{}", quantity);
auto textPos = ImVec2(cursorScreenPos.x + size.x - ImGui::CalcTextSize(text.c_str()).x,
cursorScreenPos.y + size.y - ImGui::GetTextLineHeightWithSpacing());
ImGui::GetWindowDrawList()->AddText(textPos, ImGui::GetColorU32(ImGui::GetStyleColorVec4(ImGuiCol_Text)),
text.c_str());
ImGui::PopFont();
auto increment = ImGui::GetItemRectSize().x + ImGui::GetStyle().ItemSpacing.x;
cursorPos.x += increment;
if (cursorPos.x + increment > ImGui::GetContentRegionAvail().x)
{
cursorPos.x = cursorStartX;
cursorPos.y += increment;
}
ImGui::PopID();
}
if (count() == 0) ImGui::Text("Check the \"Play\" tab to earn rewards!");
}
ImGui::EndChild();
}
int Inventory::count()
{
int count{};
for (auto& [type, quantity] : values)
count += quantity;
return count;
}
}

View File

@@ -1,5 +1,6 @@
#include "main.hpp"
#include "play.hpp"
#include <array>
#include <glm/glm.hpp>
#include <imgui.h>
#include <imgui_impl_opengl3.h>
@@ -11,12 +12,12 @@
using namespace game::resource;
using namespace game::util;
using namespace game::state::main;
using namespace game::state::play;
using namespace glm;
namespace game::state
{
World::Focus Main::focus_get()
World::Focus Play::focus_get()
{
if (!isWindows) return World::CENTER;
@@ -26,7 +27,7 @@ namespace game::state
: World::CENTER;
}
void Main::set(Resources& resources, int selectedCharacterIndex, enum Game game)
void Play::set(Resources& resources, int selectedCharacterIndex, enum Game game)
{
auto& data = resources.character_get(selectedCharacterIndex);
auto& saveData = data.save;
@@ -34,6 +35,8 @@ namespace game::state
auto& dialogue = data.dialogue;
auto& menuSchema = data.menuSchema;
this->characterIndex = selectedCharacterIndex;
cheatCodeIndex = 0;
cheatCodeStartTime = 0.0;
character =
entity::Character(data, vec2(World::BOUNDS.x + World::BOUNDS.z * 0.5f, World::BOUNDS.w - World::BOUNDS.y));
@@ -55,6 +58,7 @@ namespace game::state
characterManager = CharacterManager{};
cursor = entity::Cursor(character.data.cursorSchema.anm2);
cursor.interactTypeID = character.data.interactTypeNames.empty() ? -1 : 0;
menu.inventory = Inventory{};
for (auto& [id, quantity] : saveData.inventory)
@@ -76,19 +80,20 @@ namespace game::state
imgui::style::rounding_set(menuSchema.rounding);
imgui::widget::sounds_set(&menuSchema.sounds.hover, &menuSchema.sounds.select);
menu.color_set_check(resources, character);
menu.play = Play(character);
menu.play.totalPlays = saveData.totalPlays;
menu.play.highScore = saveData.highScore;
menu.play.bestCombo = saveData.bestCombo;
menu.play.gradeCounts = saveData.gradeCounts;
menu.play.isHighScoreAchieved = saveData.highScore > 0 ? true : false;
menu.skillCheck = SkillCheck(character);
menu.skillCheck.totalPlays = saveData.totalPlays;
menu.skillCheck.highScore = saveData.highScore;
menu.skillCheck.bestCombo = saveData.bestCombo;
menu.skillCheck.gradeCounts = saveData.gradeCounts;
menu.skillCheck.isHighScoreAchieved = saveData.highScore > 0 ? true : false;
menu.isChat = character.data.dialogue.help.is_valid() || character.data.dialogue.random.is_valid();
text.entry = nullptr;
text.isEnabled = false;
menu.isCheats = false;
isPostgame = saveData.isPostgame;
if (character.stage_get() >= character.stage_max_get()) isPostgame = true;
if (isPostgame) menu.isCheats = true;
@@ -107,18 +112,34 @@ namespace game::state
character.queue_play({.animation = dialogue.start.animation, .isInterruptible = false});
character.tick();
isStart = true;
isStartBegin = false;
isStartEnd = false;
}
if (isPostgame)
{
isEnd = true;
isEndBegin = true;
isEndEnd = true;
}
else
{
isEnd = false;
isEndBegin = false;
isEndEnd = false;
}
}
void Main::exit(Resources& resources)
void Play::exit(Resources& resources)
{
imgui::style::color_set(resources.settings.color);
imgui::style::rounding_set();
imgui::widget::sounds_set(nullptr, nullptr);
ImGui::GetIO().FontDefault = resources.font.get();
save(resources);
}
void Main::tick(Resources&)
void Play::tick(Resources&)
{
character.tick();
cursor.tick();
@@ -130,11 +151,57 @@ namespace game::state
item.tick();
}
void Main::update(Resources& resources)
void Play::update(Resources& resources)
{
static constexpr std::array<ImGuiKey, 10> CHEAT_CODE = {
ImGuiKey_UpArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_DownArrow, ImGuiKey_LeftArrow,
ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_B, ImGuiKey_A};
static constexpr std::array<ImGuiKey, 6> CHEAT_INPUT_KEYS = {
ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_B, ImGuiKey_A};
static constexpr auto CHEAT_CODE_INPUT_TIME_SECONDS = 5.0;
auto focus = focus_get();
auto& dialogue = character.data.dialogue;
if (!menu.isCheats)
{
for (auto key : CHEAT_INPUT_KEYS)
{
if (!ImGui::IsKeyPressed(key, false)) continue;
if (key == CHEAT_CODE[cheatCodeIndex])
{
cheatCodeIndex++;
cheatCodeStartTime = ImGui::GetTime();
}
else if (key == CHEAT_CODE[0])
{
cheatCodeIndex = 1;
cheatCodeStartTime = ImGui::GetTime();
}
else
{
cheatCodeIndex = 0;
cheatCodeStartTime = 0.0;
}
if (cheatCodeIndex >= (int)CHEAT_CODE.size())
{
menu.isCheats = true;
cheatCodeIndex = 0;
cheatCodeStartTime = 0.0;
toasts.push("Cheats unlocked!");
character.data.menuSchema.sounds.cheatsActivated.play();
}
}
if (cheatCodeIndex > 0 && (ImGui::GetTime() - cheatCodeStartTime > CHEAT_CODE_INPUT_TIME_SECONDS))
{
cheatCodeIndex = 0;
cheatCodeStartTime = 0.0;
}
}
if (isWindows)
{
menu.update(resources, itemManager, character, cursor, text, worldCanvas);
@@ -199,6 +266,7 @@ namespace game::state
isEndEnd = true;
isEnd = false;
isPostgame = true;
menu.isCheats = true;
world.character_focus(character, worldCanvas, focus_get());
}
}
@@ -211,15 +279,15 @@ namespace game::state
cursor.update();
world.update(character, cursor, worldCanvas, focus);
if (autosaveTime += ImGui::GetIO().DeltaTime; autosaveTime > AUTOSAVE_TIME || menu.configuration.isSave)
if (autosaveTime += ImGui::GetIO().DeltaTime; autosaveTime > AUTOSAVE_TIME || menu.settingsMenu.isSave)
{
save(resources);
autosaveTime = 0;
menu.configuration.isSave = false;
menu.settingsMenu.isSave = false;
}
}
void Main::render(Resources& resources, Canvas& canvas)
void Play::render(Resources& resources, Canvas& canvas)
{
auto& textureShader = resources.shaders[shader::TEXTURE];
auto& rectShader = resources.shaders[shader::RECT];
@@ -256,7 +324,7 @@ namespace game::state
canvas.unbind();
}
void Main::save(Resources& resources)
void Play::save(Resources& resources)
{
resource::xml::Save save;
@@ -270,10 +338,10 @@ namespace game::state
save.digestionTimer = character.digestionTimer;
save.totalCaloriesConsumed = character.totalCaloriesConsumed;
save.totalFoodItemsEaten = character.totalFoodItemsEaten;
save.totalPlays = menu.play.totalPlays;
save.highScore = menu.play.highScore;
save.bestCombo = menu.play.bestCombo;
save.gradeCounts = menu.play.gradeCounts;
save.totalPlays = menu.skillCheck.totalPlays;
save.highScore = menu.skillCheck.highScore;
save.bestCombo = menu.skillCheck.bestCombo;
save.gradeCounts = menu.skillCheck.gradeCounts;
save.isPostgame = isPostgame;
save.isAlternateSpritesheet = character.spritesheetType == entity::Character::ALTERNATE;

View File

@@ -2,19 +2,19 @@
#include "../resources.hpp"
#include "main/area_manager.hpp"
#include "main/character_manager.hpp"
#include "main/info.hpp"
#include "main/item_manager.hpp"
#include "main/menu.hpp"
#include "main/text.hpp"
#include "main/toasts.hpp"
#include "main/tools.hpp"
#include "main/world.hpp"
#include "play/area_manager.hpp"
#include "play/character_manager.hpp"
#include "play/info.hpp"
#include "play/item_manager.hpp"
#include "play/menu.hpp"
#include "play/text.hpp"
#include "play/toasts.hpp"
#include "play/tools.hpp"
#include "play/world.hpp"
namespace game::state
{
class Main
class Play
{
public:
static constexpr auto AUTOSAVE_TIME = 30.0f;
@@ -28,20 +28,22 @@ namespace game::state
entity::Character character;
entity::Cursor cursor;
main::Info info;
main::Menu menu;
main::Tools tools;
main::Text text;
main::World world;
main::Toasts toasts;
main::ItemManager itemManager{};
main::CharacterManager characterManager{};
main::AreaManager areaManager{};
play::Info info;
play::Menu menu;
play::Tools tools;
play::Text text;
play::World world;
play::Toasts toasts;
play::ItemManager itemManager{};
play::CharacterManager characterManager{};
play::AreaManager areaManager{};
int characterIndex{};
int areaIndex{};
float autosaveTime{};
int cheatCodeIndex{};
double cheatCodeStartTime{};
bool isWindows{true};
@@ -55,15 +57,15 @@ namespace game::state
bool isPostgame{};
Canvas worldCanvas{main::World::SIZE};
Canvas worldCanvas{play::World::SIZE};
Main() = default;
Play() = default;
void set(Resources&, int characterIndex, Game = CONTINUE);
void exit(Resources& resources);
void update(Resources&);
void tick(Resources&);
void render(Resources&, Canvas&);
void save(Resources&);
main::World::Focus focus_get();
play::World::Focus focus_get();
};
};

View File

@@ -1,10 +1,10 @@
#include "play.hpp"
#include "skill_check.hpp"
#include <imgui_internal.h>
#include "../../util/imgui.hpp"
#include "../../util/imgui/widget.hpp"
#include "../../util/math.hpp"
#include "../../../util/imgui.hpp"
#include "../../../util/imgui/widget.hpp"
#include "../../../util/math.hpp"
#include <cmath>
#include <format>
@@ -15,13 +15,13 @@ using namespace game::entity;
using namespace game::resource;
using namespace glm;
namespace game::state::main
namespace game::state::play
{
float Play::accuracy_score_get(entity::Character& character)
float SkillCheck::accuracy_score_get(entity::Character& character)
{
if (totalPlays == 0) return 0.0f;
auto& schema = character.data.playSchema;
auto& schema = character.data.skillCheckSchema;
float combinedWeight{};
@@ -34,9 +34,9 @@ namespace game::state::main
return glm::clamp(0.0f, math::to_percent(combinedWeight / totalPlays), 100.0f);
}
Play::Challenge Play::challenge_generate(entity::Character& character)
SkillCheck::Challenge SkillCheck::challenge_generate(entity::Character& character)
{
auto& schema = character.data.playSchema;
auto& schema = character.data.skillCheckSchema;
Challenge newChallenge;
@@ -61,26 +61,26 @@ namespace game::state::main
return newChallenge;
}
Play::Play(entity::Character& character) { challenge = challenge_generate(character); }
SkillCheck::SkillCheck(entity::Character& character) { challenge = challenge_generate(character); }
void Play::tick()
void SkillCheck::tick()
{
for (auto& [i, actor] : itemActors)
actor.tick();
}
void Play::update(Resources& resources, entity::Character& character, Inventory& inventory, Text& text)
void SkillCheck::update(Resources& resources, entity::Character& character, Inventory& inventory, Text& text)
{
static constexpr auto BG_COLOR_MULTIPLIER = 0.5f;
static constexpr ImVec4 LINE_COLOR = ImVec4(1, 1, 1, 1);
static constexpr ImVec4 PERFECT_COLOR = ImVec4(1, 1, 1, 0.50);
static constexpr auto LINE_HEIGHT = 2.0f;
static constexpr auto LINE_HEIGHT = 5.0f;
static constexpr auto LINE_WIDTH_BONUS = 10.0f;
static constexpr auto TOAST_MESSAGE_SPEED = 1.0f;
static constexpr auto ITEM_FALL_GRAVITY = 2400.0f;
auto& dialogue = character.data.dialogue;
auto& schema = character.data.playSchema;
auto& schema = character.data.skillCheckSchema;
auto& itemSchema = character.data.itemSchema;
auto& style = ImGui::GetStyle();
auto drawList = ImGui::GetWindowDrawList();
@@ -202,7 +202,7 @@ namespace game::state::main
auto barButtonSize = ImVec2(barMax.x - barMin.x, barMax.y - barMin.y);
if (ImGui::IsKeyPressed(ImGuiKey_Space) ||
WIDGET_FX(ImGui::InvisibleButton("##PlayBar", barButtonSize, ImGuiButtonFlags_PressedOnClick)))
WIDGET_FX(ImGui::InvisibleButton("##SkillCheckBar", barButtonSize, ImGuiButtonFlags_PressedOnClick)))
{
int gradeID{};
@@ -234,7 +234,7 @@ namespace game::state::main
schema.sounds.rewardScore.play();
isRewardScoreAchieved = true;
for (auto& itemID : itemSchema.rewardItemPool)
for (auto& itemID : itemSchema.skillCheckRewardItemPool)
{
inventory.values[itemID]++;
if (!itemActors.contains(itemID))
@@ -335,8 +335,8 @@ namespace game::state::main
}
else
{
score = 0;
combo = 0;
if (isHighScoreAchieved) schema.sounds.highScoreLoss.play();
if (highScore > 0) isHighScoreAchieved = true;
isRewardScoreAchieved = false;

View File

@@ -1,21 +1,21 @@
#pragma once
#include "../../canvas.hpp"
#include "../../entity/actor.hpp"
#include "../../entity/character.hpp"
#include "../../resources.hpp"
#include "../../../render/canvas.hpp"
#include "../../../entity/actor.hpp"
#include "../../../entity/character.hpp"
#include "../../../resources.hpp"
#include "inventory.hpp"
#include "text.hpp"
#include "../inventory.hpp"
#include "../text.hpp"
#include <imgui.h>
#include <map>
#include <unordered_map>
#include <vector>
namespace game::state::main
namespace game::state::play
{
class Play
class SkillCheck
{
public:
@@ -77,8 +77,8 @@ namespace game::state::main
std::unordered_map<int, glm::vec4> itemRects{};
std::unordered_map<int, Canvas> itemCanvases{};
Play() = default;
Play(entity::Character&);
SkillCheck() = default;
SkillCheck(entity::Character&);
Challenge challenge_generate(entity::Character&);
void tick();
void update(Resources&, entity::Character&, Inventory&, Text&);

View File

@@ -5,7 +5,7 @@
using namespace game::resource;
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
int AreaManager::get(entity::Character& character)
{

View File

@@ -2,7 +2,7 @@
#include "../../entity/character.hpp"
namespace game::state::main
namespace game::state::play
{
class AreaManager
{

View File

@@ -8,7 +8,7 @@
using namespace game::resource::xml;
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
void CharacterManager::update(entity::Character& character, entity::Cursor& cursor, Text& text, Canvas& canvas)
{
@@ -36,12 +36,19 @@ namespace game::state::main
isInteractingPrevious = isInteracting;
isHoveringPrevious = isHovering;
isHoldInteractingPrevious = isHoldInteracting;
isHovering = false;
if (!isInteracting) isHoldInteracting = false;
if (isJustStoppedInteracting)
if (isJustStoppedHoldInteracting)
{
cursor.queue_play({cursor.defaultAnimation});
if (character.queuedPlay.empty()) character.queue_idle_animation();
isJustStoppedHoldInteracting = false;
}
else if (isJustStoppedInteracting)
{
cursor.queue_play({cursor.defaultAnimation});
if (cursor.mode == RUB) character.queue_idle_animation();
isJustStoppedInteracting = false;
}
@@ -58,7 +65,7 @@ namespace game::state::main
auto rect = character.null_frame_rect(interactArea.nullID);
if (cursor.state == entity::Cursor::DEFAULT && math::is_point_in_rectf(rect, cursorWorldPosition) &&
!isImguiCaptureMouse && interactArea.type == cursor.mode)
!isImguiCaptureMouse && interactArea.typeID == cursor.interactTypeID)
{
cursor.state = entity::Cursor::HOVER;
cursor.queue_play({interactArea.animationCursorHover});
@@ -68,8 +75,8 @@ namespace game::state::main
if (isMouseLeftClick)
{
isInteracting = true;
isHoldInteracting = interactArea.isHold;
interactArea.sound.play();
lastInteractType = cursor.mode;
if (interactArea.digestionBonusClick > 0 && character.calories > 0 && !character.isDigesting)
character.digestionProgress += interactArea.digestionBonusClick;
@@ -105,11 +112,13 @@ namespace game::state::main
isImguiCaptureMouse)
{
isInteracting = false;
isHoldInteracting = false;
interactAreaID = -1;
}
}
if (isInteracting != isInteractingPrevious && !isInteracting) isJustStoppedInteracting = true;
if (isHoldInteracting != isHoldInteractingPrevious && !isHoldInteracting) isJustStoppedHoldInteracting = true;
if (isHovering != isHoveringPrevious && !isHovering) isJustStoppedHovering = true;
cursorWorldPositionPrevious = cursorWorldPosition;

View File

@@ -4,7 +4,7 @@
#include "../../entity/cursor.hpp"
#include "text.hpp"
namespace game::state::main
namespace game::state::play
{
class CharacterManager
{
@@ -15,8 +15,10 @@ namespace game::state::main
bool isHoveringPrevious{};
bool isJustStoppedInteracting{};
bool isJustStoppedHovering{};
bool isHoldInteracting{};
bool isHoldInteractingPrevious{};
bool isJustStoppedHoldInteracting{};
int interactAreaID{-1};
InteractType lastInteractType{(InteractType)-1};
glm::vec2 cursorWorldPositionPrevious{};
std::string queuedAnimation{};

View File

@@ -5,7 +5,7 @@
using namespace game::resource;
using namespace game::util::imgui;
namespace game::state::main
namespace game::state::play
{
void Chat::update(Resources&, Text& text, entity::Character& character)
{

View File

@@ -4,7 +4,7 @@
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Chat
{

View File

@@ -9,7 +9,7 @@
using namespace game::util::imgui;
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
void Cheats::update(Resources&, entity::Character& character, Inventory& inventory, Text& text)
{

View File

@@ -5,7 +5,7 @@
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Cheats
{

View File

@@ -6,7 +6,7 @@
using namespace game::util::imgui;
namespace game::state::main
namespace game::state::play
{
void Debug::update(entity::Character& character, entity::Cursor& cursor, ItemManager& itemManager, Canvas& canvas)
{

View File

@@ -7,7 +7,7 @@
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Debug
{

View File

@@ -11,7 +11,7 @@
using namespace game::resource;
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
void Info::update(Resources& resources, entity::Character& character)
{

View File

@@ -5,7 +5,7 @@
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Info
{

View File

@@ -0,0 +1,348 @@
#include "inventory.hpp"
#include <cmath>
#include <format>
#include <ranges>
#include <tuple>
#include "../../util/color.hpp"
#include "../../util/imgui.hpp"
#include "../../util/imgui/widget.hpp"
#include "../../util/math.hpp"
using namespace game::util;
using namespace game::util::imgui;
using namespace game::entity;
using namespace game::resource;
using namespace glm;
namespace game::state::play
{
void Inventory::tick()
{
for (auto& [i, actor] : actors)
actor.tick();
}
void Inventory::update(Resources& resources, ItemManager& itemManager, entity::Character& character)
{
static constexpr auto INFO_CHILD_HEIGHT_MULTIPLIER = 1.0f / 3.0f;
auto& schema = character.data.itemSchema;
auto quantity_get = [&](int itemID) -> int&
{
auto& quantity = values[itemID];
quantity = glm::clamp(0, quantity, schema.quantityMax);
return quantity;
};
auto is_possible_to_upgrade_get = [&](const resource::xml::Item::Entry& item)
{
return item.upgradeID.has_value() && item.upgradeCount.has_value() &&
schema.idToStringMap.contains(*item.upgradeID);
};
auto is_able_to_upgrade_get = [&](const resource::xml::Item::Entry& item, int quantity)
{ return is_possible_to_upgrade_get(item) && quantity >= *item.upgradeCount; };
auto item_use = [&](int itemID)
{
auto& item = schema.items[itemID];
auto& category = schema.categories[item.categoryID];
auto& quantity = quantity_get(itemID);
if (quantity <= 0) return;
if (category.isEdible)
{
if (itemManager.items.size() + 1 >= ItemManager::LIMIT)
character.data.itemSchema.sounds.dispose.play();
else
{
character.data.itemSchema.sounds.summon.play();
itemManager.queuedItemIDs.emplace_back(itemID);
quantity--;
if (quantity <= 0) selectedItemID = -1;
}
}
else if (item.isToggleSpritesheet)
{
character.spritesheet_set(character.spritesheetType == Character::NORMAL ? Character::ALTERNATE
: Character::NORMAL);
character.data.alternateSpritesheet.sound.play();
quantity--;
}
};
auto item_upgrade = [&](int itemID, bool isAll)
{
auto& item = schema.items[itemID];
auto& quantity = quantity_get(itemID);
if (!is_possible_to_upgrade_get(item))
{
schema.sounds.upgradeFail.play();
return;
}
if (!is_able_to_upgrade_get(item, quantity))
{
schema.sounds.upgradeFail.play();
return;
}
if (isAll)
{
while (quantity >= *item.upgradeCount)
{
values.at(*item.upgradeID)++;
quantity -= *item.upgradeCount;
}
}
else
{
values.at(*item.upgradeID)++;
quantity -= *item.upgradeCount;
}
schema.sounds.upgrade.play();
if (quantity < *item.upgradeCount && selectedItemID == itemID) selectedItemID = *item.upgradeID;
};
auto item_canvas_get = [&](int itemID, ImVec2 size)
{
if (!actors.contains(itemID))
{
actors[itemID] = Actor(schema.anm2s[itemID], {}, Actor::SET);
rects[itemID] = actors[itemID].rect();
}
auto& rect = rects[itemID];
auto rectSize = vec2(rect.z, rect.w);
auto previewScale = (size.x <= 0.0f || size.y <= 0.0f || rectSize.x <= 0.0f || rectSize.y <= 0.0f ||
!std::isfinite(rectSize.x) || !std::isfinite(rectSize.y))
? 0.0f
: std::min(size.x / rectSize.x, size.y / rectSize.y);
auto previewSize = rectSize * previewScale;
auto canvasSize = ivec2(std::max(1.0f, previewSize.x), std::max(1.0f, previewSize.y));
if (!canvases.contains(itemID)) canvases.emplace(itemID, Canvas(canvasSize, Canvas::FLIP));
auto& canvas = canvases[itemID];
canvas.zoom = math::to_percent(previewScale);
canvas.pan = vec2(rect.x, rect.y);
canvas.bind();
canvas.size_set(canvasSize);
canvas.clear();
actors[itemID].render(resources.shaders[shader::TEXTURE], resources.shaders[shader::RECT], canvas);
canvas.unbind();
return std::tuple<Canvas&, glm::vec4&>(canvas, rect);
};
if (!itemManager.returnItemIDs.empty())
{
for (auto& id : itemManager.returnItemIDs)
values[id]++;
itemManager.returnItemIDs.clear();
}
if (ImGui::BeginChild("##Inventory Child", ImGui::GetContentRegionAvail(), ImGuiChildFlags_None,
ImGuiWindowFlags_NoScrollbar))
{
auto inventoryCount = count();
auto available = ImGui::GetContentRegionAvail();
auto isItemSelected = selectedItemID >= 0 && selectedItemID < (int)schema.items.size();
auto isInfoVisible = isItemSelected || inventoryCount == 0;
auto infoChildHeight =
isInfoVisible ? available.y * INFO_CHILD_HEIGHT_MULTIPLIER + ImGui::GetStyle().ItemSpacing.y * 2.0f : 0.0f;
auto inventoryChildHeight =
isInfoVisible ? available.y - infoChildHeight - ImGui::GetStyle().ItemSpacing.y : available.y;
auto childSize = ImVec2(available.x, inventoryChildHeight);
auto infoChildSize = ImVec2(available.x, infoChildHeight);
if (ImGui::BeginChild("##Inventory List Child", childSize))
{
auto cursorPos = ImGui::GetCursorPos();
auto cursorStartX = ImGui::GetCursorPosX();
bool isAnyInventoryItemHovered{};
auto size = ImVec2(SIZE, SIZE);
for (int i = 0; i < (int)schema.items.size(); i++)
{
auto& item = schema.items[i];
auto& quantity = quantity_get(i);
auto& rarity = schema.rarities[item.rarityID];
if (rarity.isHidden && quantity <= 0) continue;
ImGui::PushID(i);
ImGui::SetCursorPos(cursorPos);
auto cursorScreenPos = ImGui::GetCursorScreenPos();
auto [canvas, rect] = item_canvas_get(i, size);
auto isSelected = selectedItemID == i;
if (isSelected)
{
auto selectedColor = ImGui::GetStyleColorVec4(ImGuiCol_ButtonHovered);
ImGui::PushStyleColor(ImGuiCol_Button, selectedColor);
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, selectedColor);
ImGui::PushStyleColor(ImGuiCol_ButtonActive, selectedColor);
}
auto isPressed =
WIDGET_FX(ImGui::ImageButton("##Image Button", canvas.texture, size, ImVec2(), ImVec2(1, 1), ImVec4(),
quantity <= 0 ? ImVec4(0, 0, 0, 0.5f) : ImVec4(1, 1, 1, 1)));
if (isSelected) ImGui::PopStyleColor(3);
isAnyInventoryItemHovered = isAnyInventoryItemHovered || ImGui::IsItemHovered();
if (isPressed) selectedItemID = i;
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left) && quantity > 0) item_use(i);
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
auto text = std::format("x{}", quantity);
auto textPos = ImVec2(cursorScreenPos.x + size.x - ImGui::CalcTextSize(text.c_str()).x,
cursorScreenPos.y + size.y - ImGui::GetTextLineHeightWithSpacing());
ImGui::GetWindowDrawList()->AddText(textPos, ImGui::GetColorU32(ImGui::GetStyleColorVec4(ImGuiCol_Text)),
text.c_str());
ImGui::PopFont();
auto increment = ImGui::GetItemRectSize().x + ImGui::GetStyle().ItemSpacing.x;
cursorPos.x += increment;
if (cursorPos.x + increment > ImGui::GetContentRegionAvail().x)
{
cursorPos.x = cursorStartX;
cursorPos.y += increment;
}
ImGui::PopID();
}
if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left) && !isAnyInventoryItemHovered)
selectedItemID = -1;
}
ImGui::EndChild();
isItemSelected = selectedItemID >= 0 && selectedItemID < (int)schema.items.size();
auto selectedQuantity = isItemSelected ? quantity_get(selectedItemID) : 0;
auto isSelectedItemKnown = isItemSelected && selectedQuantity > 0;
if (isInfoVisible &&
ImGui::BeginChild("##Info Child", infoChildSize, ImGuiChildFlags_None, ImGuiWindowFlags_NoScrollbar))
{
ImGui::Separator();
auto isButtonChildVisible = selectedQuantity > 0;
ImGui::PushFont(resources.font.get(), Font::BIG);
auto buttonRowHeight = ImGui::GetFrameHeight();
auto buttonChildHeight =
isButtonChildVisible ? buttonRowHeight * 2.0f + ImGui::GetStyle().ItemSpacing.y * 5.0f : 0.0f;
auto buttonChildSize = ImVec2(ImGui::GetContentRegionAvail().x, buttonChildHeight);
auto infoBodySize =
ImVec2(ImGui::GetContentRegionAvail().x,
ImGui::GetContentRegionAvail().y - buttonChildSize.y -
(isButtonChildVisible ? ImGui::GetStyle().ItemSpacing.y : 0.0f));
ImGui::PopFont();
if (ImGui::BeginChild("##Info Content Child", infoBodySize))
{
if (!isItemSelected)
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::TextWrapped("%s", "Check the \"Arcade\" tab to earn rewards!");
ImGui::PopFont();
}
else
{
auto& item = schema.items[selectedItemID];
auto& category = schema.categories[item.categoryID];
auto& rarity = schema.rarities[item.rarityID];
if (isSelectedItemKnown)
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::TextWrapped("%s (x%i)", item.name.c_str(), selectedQuantity);
ImGui::PopFont();
ImGui::Separator();
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetColorU32(imgui::to_imvec4(color::GRAY)));
ImGui::TextWrapped("-- %s (%s) --", category.name.c_str(), rarity.name.c_str());
if (item.flavorID.has_value())
ImGui::TextWrapped("Flavor: %s", schema.flavors[*item.flavorID].name.c_str());
if (item.calories.has_value()) ImGui::TextWrapped("%0.0f kcal", *item.calories);
if (item.digestionBonus.has_value())
{
if (*item.digestionBonus > 0)
ImGui::TextWrapped("Digestion Rate Bonus: +%0.2f%% / sec", *item.digestionBonus * 60.0f);
else if (*item.digestionBonus < 0)
ImGui::TextWrapped("Digestion Rate Penalty: %0.2f%% / sec", *item.digestionBonus * 60.0f);
}
if (item.eatSpeedBonus.has_value())
{
if (*item.eatSpeedBonus > 0)
ImGui::TextWrapped("Eat Speed Bonus: +%0.2f%% / sec", *item.eatSpeedBonus);
else if (*item.eatSpeedBonus < 0)
ImGui::TextWrapped("Eat Speed Penalty: %0.2f%% / sec", *item.eatSpeedBonus);
}
if (is_possible_to_upgrade_get(item))
ImGui::TextWrapped("Upgrade: %ix -> %s", *item.upgradeCount,
schema.idToStringMap.at(*item.upgradeID).c_str());
ImGui::PopStyleColor();
ImGui::Separator();
ImGui::TextWrapped("%s", item.description.c_str());
}
else
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::TextWrapped("%s", "???");
ImGui::PopFont();
}
}
}
ImGui::EndChild();
if (isButtonChildVisible &&
ImGui::BeginChild("##Info Actions Child", buttonChildSize, ImGuiChildFlags_None,
ImGuiWindowFlags_NoScrollbar))
{
auto canUseSelectedItem = true;
auto canUpgradeSelectedItem = is_able_to_upgrade_get(schema.items[selectedItemID], selectedQuantity);
auto rowTwoButtonSize = row_widget_size_get(2);
ImGui::Separator();
ImGui::Dummy(ImVec2(0, ImGui::GetStyle().ItemSpacing.y));
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::BeginDisabled(!canUseSelectedItem);
if (WIDGET_FX(ImGui::Button("Spawn", {ImGui::GetContentRegionAvail().x, 0}))) item_use(selectedItemID);
ImGui::EndDisabled();
ImGui::BeginDisabled(!canUpgradeSelectedItem);
if (WIDGET_FX(ImGui::Button("Upgrade", rowTwoButtonSize))) item_upgrade(selectedItemID, false);
ImGui::SameLine();
if (WIDGET_FX(ImGui::Button("Upgrade All", rowTwoButtonSize))) item_upgrade(selectedItemID, true);
ImGui::EndDisabled();
ImGui::PopFont();
}
if (isButtonChildVisible) ImGui::EndChild();
}
if (isInfoVisible) ImGui::EndChild();
}
ImGui::EndChild();
}
int Inventory::count()
{
int count{};
for (auto& [type, quantity] : values)
count += quantity;
return count;
}
}

View File

@@ -8,7 +8,7 @@
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Inventory
{
@@ -19,6 +19,7 @@ namespace game::state::main
std::unordered_map<int, entity::Actor> actors{};
std::unordered_map<int, glm::vec4> rects{};
std::unordered_map<int, Canvas> canvases{};
int selectedItemID{-1};
void tick();
void update(Resources&, ItemManager&, entity::Character&);

View File

@@ -13,7 +13,7 @@ using namespace game::resource;
using namespace game::util;
using namespace glm;
namespace game::state::main
namespace game::state::play
{
void ItemManager::update(entity::Character& character, entity::Cursor& cursor, AreaManager& areaManager, Text& text,
const glm::vec4& bounds, Canvas& canvas)
@@ -54,7 +54,7 @@ namespace game::state::main
if (isJustItemHeldStopped || isJustItemThrown)
{
cursor.queue_default_animation();
if (!isJustItemThrown) character.queue_idle_animation();
if (!isJustItemThrown && character.queuedPlay.empty()) character.queue_idle_animation();
isJustItemHeldStopped = false;
isJustItemThrown = false;
}
@@ -74,7 +74,11 @@ namespace game::state::main
}
queuedItemIDs.clear();
if (isMouseRightDown) cursor.queue_play({cursorSchema.animations.return_.get()});
if (isMouseRightDown)
{
auto animation = cursorSchema.animations.return_.get();
if (animation) cursor.queue_play({*animation});
}
if (auto heldItem = vector::find(items, heldItemIndex))
{
@@ -173,7 +177,7 @@ namespace game::state::main
// Food stolen
if (auto animation = character.animation_get(character.animation_name_convert(eatArea.animation));
character.is_playing(animation->name) && !isOverCapacity)
character.is_playing(animation->name))
{
if (!math::is_point_in_rectf(rect, heldItem->position))
text.set(dialogue.get(isOverCapacity ? dialogue.foodTakenFull : dialogue.foodTaken), character);
@@ -208,7 +212,7 @@ namespace game::state::main
if (math::is_point_in_rectf(item.rect(), cursorPosition) && !isImguiCaptureMouse)
{
isItemHovered = true;
cursor.queue_play({cursorSchema.animations.hover.get()});
if (auto animation = cursorSchema.animations.hover.get()) cursor.queue_play({*animation});
cursor.state = entity::Cursor::HOVER;
if (isMouseLeftClicked)
@@ -220,7 +224,7 @@ namespace game::state::main
if (isMouseLeftDown)
{
isItemHeld = true;
cursor.queue_play({cursorSchema.animations.grab.get()});
if (auto animation = cursorSchema.animations.grab.get()) cursor.queue_play({*animation});
cursor.state = entity::Cursor::ACTION;
heldItemIndex = i;
heldItemMoveIndex = i;

View File

@@ -7,7 +7,7 @@
#include "area_manager.hpp"
#include "text.hpp"
namespace game::state::main
namespace game::state::play
{
class ItemManager
{

View File

@@ -1,6 +1,7 @@
#include "menu.hpp"
#include "../../util/imgui.hpp"
#include "../../util/imgui/style.hpp"
#include "../../util/imgui/widget.hpp"
#include <algorithm>
@@ -8,12 +9,17 @@
using namespace game::util;
using namespace game::util::imgui;
namespace game::state::main
namespace game::state::play
{
void Menu::tick()
{
inventory.tick();
play.tick();
skillCheck.tick();
}
void Menu::color_set_check(Resources& resources, entity::Character& character)
{
imgui::style::color_set(resources.settings.isUseCharacterColor ? character.data.color : resources.settings.color);
}
void Menu::update(Resources& resources, ItemManager& itemManager, entity::Character& character,
@@ -61,13 +67,13 @@ namespace game::state::main
ImGui::EndTabItem();
}
if (WIDGET_FX(ImGui::BeginTabItem("Play")))
if (WIDGET_FX(ImGui::BeginTabItem("Arcade")))
{
play.update(resources, character, inventory, text);
skillCheck.update(resources, character, inventory, text);
ImGui::EndTabItem();
}
if (WIDGET_FX(ImGui::BeginTabItem("Items")))
if (WIDGET_FX(ImGui::BeginTabItem("Inventory")))
{
inventory.update(resources, itemManager, character);
ImGui::EndTabItem();
@@ -75,13 +81,14 @@ namespace game::state::main
if (WIDGET_FX(ImGui::BeginTabItem("Stats")))
{
stats.update(resources, play, character);
stats.update(resources, skillCheck, character);
ImGui::EndTabItem();
}
if (WIDGET_FX(ImGui::BeginTabItem("Settings")))
{
configuration.update(resources, Configuration::MAIN);
settingsMenu.update(resources, SettingsMenu::PLAY);
if (settingsMenu.isJustColorSet) color_set_check(resources, character);
ImGui::EndTabItem();
}
@@ -91,11 +98,13 @@ namespace game::state::main
ImGui::EndTabItem();
}
if (isDebug && WIDGET_FX(ImGui::BeginTabItem("Debug")))
#if DEBUG
if (WIDGET_FX(ImGui::BeginTabItem("Debug")))
{
debug.update(character, cursor, itemManager, canvas);
ImGui::EndTabItem();
}
#endif
}
ImGui::EndTabBar();
}

View File

@@ -2,37 +2,35 @@
#include <imgui.h>
#include "../configuration.hpp"
#include "../settings_menu.hpp"
#include "arcade/skill_check.hpp"
#include "chat.hpp"
#include "cheats.hpp"
#include "debug.hpp"
#include "play.hpp"
#include "stats.hpp"
#include "text.hpp"
#include "../../util/imgui/window_slide.hpp"
namespace game::state::main
namespace game::state::play
{
class Menu
{
public:
Play play;
SkillCheck skillCheck;
Chat chat;
Cheats cheats;
Debug debug;
Stats stats;
Inventory inventory;
state::Configuration configuration;
state::SettingsMenu settingsMenu;
#if DEBUG
bool isCheats{true};
bool isDebug{true};
#else
#elif
bool isCheats{};
bool isDebug{};
#endif
bool isOpen{true};
@@ -41,5 +39,6 @@ namespace game::state::main
void tick();
void update(Resources&, ItemManager&, entity::Character&, entity::Cursor&, Text&, Canvas&);
void color_set_check(Resources&, entity::Character&);
};
}

View File

@@ -7,9 +7,9 @@
using namespace game::resource;
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
void Stats::update(Resources& resources, Play& play, entity::Character& character)
void Stats::update(Resources& resources, SkillCheck& skillCheck, entity::Character& character)
{
ImGui::PushFont(ImGui::GetFont(), Font::BIG);
ImGui::TextUnformatted(character.data.name.c_str());
@@ -17,7 +17,7 @@ namespace game::state::main
ImGui::Separator();
auto& playSchema = character.data.playSchema;
auto& skillCheckSchema = character.data.skillCheckSchema;
auto& system = resources.settings.measurementSystem;
auto weight = character.weight_get(system);
auto weightUnit = system == measurement::IMPERIAL ? "lbs" : "kg";
@@ -32,17 +32,17 @@ namespace game::state::main
ImGui::Text("Total Calories Consumed: %0.0f kcal", character.totalCaloriesConsumed);
ImGui::Text("Total Food Items Eaten: %i", character.totalFoodItemsEaten);
ImGui::SeparatorText("Play");
ImGui::SeparatorText("Skill Check");
ImGui::Text("Best: %i pts (%ix)", play.highScore, play.bestCombo);
ImGui::Text("Total Plays: %i", play.totalPlays);
ImGui::Text("Best: %i pts (%ix)", skillCheck.highScore, skillCheck.bestCombo);
ImGui::Text("Total Skill Checks: %i", skillCheck.totalPlays);
for (int i = 0; i < (int)playSchema.grades.size(); i++)
for (int i = 0; i < (int)skillCheckSchema.grades.size(); i++)
{
auto& grade = playSchema.grades[i];
ImGui::Text("%s: %i", grade.namePlural.c_str(), play.gradeCounts[i]);
auto& grade = skillCheckSchema.grades[i];
ImGui::Text("%s: %i", grade.namePlural.c_str(), skillCheck.gradeCounts[i]);
}
ImGui::Text("Accuracy: %0.2f%%", play.accuracy_score_get(character));
ImGui::Text("Accuracy: %0.2f%%", skillCheck.accuracy_score_get(character));
}
}

View File

@@ -3,15 +3,15 @@
#include "../../entity/character.hpp"
#include "../../resources.hpp"
#include "play.hpp"
#include "arcade/skill_check.hpp"
#include <imgui.h>
namespace game::state::main
namespace game::state::play
{
class Stats
{
public:
void update(Resources&, Play&, entity::Character&);
void update(Resources&, SkillCheck&, entity::Character&);
};
}

View File

@@ -12,7 +12,7 @@
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
const char* utf8_advance_chars(const char* text, const char* end, int count)
{
@@ -28,7 +28,7 @@ namespace game::state::main
return it;
}
void Text::set(resource::xml::Dialogue::Entry* dialogueEntry, entity::Character& character)
void Text::set(resource::xml::Dialogue::Entry* dialogueEntry, entity::Character& character, bool isInterruptible)
{
if (!dialogueEntry) return;
this->entry = dialogueEntry;
@@ -38,7 +38,8 @@ namespace game::state::main
time = 0.0f;
isEnabled = true;
character.isTalking = true;
if (!dialogueEntry->animation.empty()) character.queue_play({dialogueEntry->animation});
if (!dialogueEntry->animation.empty())
character.queue_play({.animation = dialogueEntry->animation, .isInterruptible = isInterruptible});
if (dialogueEntry->text.empty()) isEnabled = false;
}

View File

@@ -6,7 +6,7 @@
#include "../../resources.hpp"
namespace game::state::main
namespace game::state::play
{
class Text
{
@@ -21,7 +21,7 @@ namespace game::state::main
bool isEnabled{true};
float time{};
void set(resource::xml::Dialogue::Entry*, entity::Character&);
void set(resource::xml::Dialogue::Entry*, entity::Character&, bool isInterruptible = true);
void tick(entity::Character&);
void update(entity::Character&);
bool is_interruptible() const;

View File

@@ -3,7 +3,7 @@
#include <imgui.h>
#include <ranges>
namespace game::state::main
namespace game::state::play
{
void Toasts::tick()
{

View File

@@ -3,7 +3,7 @@
#include <string>
#include <vector>
namespace game::state::main
namespace game::state::play
{
class Toasts
{

View File

@@ -8,7 +8,7 @@
using namespace game::util;
using namespace game::util::imgui;
namespace game::state::main
namespace game::state::play
{
void Tools::update(entity::Character& character, entity::Cursor& cursor, World& world, World::Focus focus,
Canvas& canvas)
@@ -47,21 +47,20 @@ namespace game::state::main
{
auto buttonSize = imgui::to_imvec2(vec2(ImGui::GetContentRegionAvail().x));
auto cursor_mode_button = [&](const char* name, InteractType mode)
auto cursor_mode_button = [&](const std::string& name, int interactTypeID)
{
auto isMode = cursor.mode == mode;
auto isMode = cursor.interactTypeID == interactTypeID;
ImGui::PushStyleColor(ImGuiCol_Button,
ImGui::GetStyleColorVec4(isMode ? ImGuiCol_ButtonHovered : ImGuiCol_Button));
if (WIDGET_FX(ImGui::Button(name, buttonSize))) cursor.mode = mode;
if (WIDGET_FX(ImGui::Button(name.c_str(), buttonSize))) cursor.interactTypeID = interactTypeID;
ImGui::PopStyleColor();
};
if (WIDGET_FX(ImGui::Button("Home", buttonSize))) world.character_focus(character, canvas, focus);
ImGui::SetItemTooltip("%s", "Reset camera view.\n(Shortcut: Home)");
cursor_mode_button("Rub", InteractType::RUB);
cursor_mode_button("Kiss", InteractType::KISS);
cursor_mode_button("Smack", InteractType::SMACK);
for (int i = 0; i < (int)character.data.interactTypeNames.size(); i++)
cursor_mode_button(character.data.interactTypeNames[i], i);
}
ImGui::End();
}

View File

@@ -5,7 +5,7 @@
#include "../../util/imgui/window_slide.hpp"
#include "world.hpp"
namespace game::state::main
namespace game::state::play
{
class Tools
{

View File

@@ -8,7 +8,7 @@
using namespace game::util;
namespace game::state::main
namespace game::state::play
{
void World::set(entity::Character& character, Canvas& canvas, Focus focus)
{
@@ -22,15 +22,16 @@ namespace game::state::main
auto& pan = canvas.pan;
auto& zoom = canvas.zoom;
auto& io = ImGui::GetIO();
bool isPan{true};
auto isMouseMiddleDown = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
auto isMouseLeftDown = ImGui::IsMouseDown(ImGuiMouseButton_Left);
auto isCtrlDown = ImGui::IsKeyDown(ImGuiMod_Ctrl);
auto panMultiplier = ZOOM_BASE / zoom;
if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !ImGui::IsAnyItemActive())
{
if ((isMouseMiddleDown) && isPan)
if ((isMouseMiddleDown) || (isMouseLeftDown && isCtrlDown))
{
cursor.queue_play({cursorSchema.animations.pan.get()});
if (auto animation = cursorSchema.animations.pan.get()) cursor.queue_play({*animation});
pan -= imgui::to_vec2(io.MouseDelta) * panMultiplier;
}
@@ -43,7 +44,7 @@ namespace game::state::main
auto zoomFactorBefore = math::to_unit(zoomBefore);
auto cursorWorld = pan + (cursorPos / zoomFactorBefore);
cursor.queue_play({cursorSchema.animations.zoom.get()});
if (auto animation = cursorSchema.animations.zoom.get()) cursor.queue_play({*animation});
zoom = glm::clamp(ZOOM_MIN, zoom + (io.MouseWheel * ZOOM_STEP), ZOOM_MAX);

View File

@@ -1,12 +1,12 @@
#pragma once
#include "../../canvas.hpp"
#include "../../render/canvas.hpp"
#include "../../entity/character.hpp"
#include "character_manager.hpp"
#include "item_manager.hpp"
namespace game::state::main
namespace game::state::play
{
class World
{

View File

@@ -1,6 +1,6 @@
#pragma once
#include "../canvas.hpp"
#include "../render/canvas.hpp"
#include "select/characters.hpp"
#include "select/info.hpp"

View File

@@ -1,10 +1,9 @@
#include "characters.hpp"
#include <ranges>
#include "../../util/imgui/style.hpp"
#include "../../util/imgui/widget.hpp"
using namespace game::util::imgui;
using namespace game::util;
namespace game::state::select
{
@@ -39,6 +38,7 @@ namespace game::state::select
ImGui::PushID(i);
ImGui::SetCursorPos(cursorPos);
imgui::style::color_set(character.color);
auto isSelected = i == characterIndex;
@@ -64,13 +64,14 @@ namespace game::state::select
}
ImGui::PopID();
imgui::style::color_set(resources.settings.color);
}
ImGui::EndTabItem();
}
if (WIDGET_FX(ImGui::BeginTabItem("Configuration")))
if (WIDGET_FX(ImGui::BeginTabItem("Settings")))
{
configuration.update(resources);
settingsMenu.update(resources);
ImGui::EndTabItem();
}
ImGui::EndTabBar();

View File

@@ -1,14 +1,14 @@
#pragma once
#include "../../resources.hpp"
#include "../configuration.hpp"
#include "../settings_menu.hpp"
namespace game::state::select
{
class Characters
{
public:
Configuration configuration;
SettingsMenu settingsMenu;
void update(Resources&, int& characterIndex);
};

View File

@@ -2,6 +2,7 @@
#include "../../util/color.hpp"
#include "../../util/imgui.hpp"
#include "../../util/imgui/style.hpp"
#include "../../util/imgui/widget.hpp"
#include "../../util/vector.hpp"
@@ -18,6 +19,7 @@ namespace game::state::select
auto& style = ImGui::GetStyle();
auto viewport = ImGui::GetMainViewport();
auto& character = resources.characterPreviews[characterIndex];
auto size = ImVec2(viewport->Size.x / 2.0f - (style.WindowPadding.x * 2.0f),
(viewport->Size.y / 2.0f) - (style.WindowPadding.y * 2.0f));
@@ -25,12 +27,12 @@ namespace game::state::select
ImGui::SetNextWindowSize(size);
ImGui::SetNextWindowPos(pos);
imgui::style::color_set(character.color);
if (ImGui::Begin("##Info", nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoTitleBar))
{
auto& character = resources.characterPreviews[characterIndex];
auto& save = character.save;
auto& system = resources.settings.measurementSystem;
auto& weight = save.is_valid() ? save.weight : character.weight;
@@ -123,5 +125,6 @@ namespace game::state::select
}
}
ImGui::End();
imgui::style::color_set(resources.settings.color);
}
}

View File

@@ -4,6 +4,7 @@
#include <cmath>
#include "../../util/imgui.hpp"
#include "../../util/imgui/style.hpp"
#include "../../util/imgui/widget.hpp"
#include "../../util/vector.hpp"
@@ -25,13 +26,14 @@ namespace game::state::select
auto& style = ImGui::GetStyle();
auto viewport = ImGui::GetMainViewport();
auto& character = resources.characterPreviews[characterIndex];
auto size = ImVec2(viewport->Size.x / 2.0f - (style.WindowPadding.x * 2.0f),
(viewport->Size.y / 2.0f) - (style.WindowPadding.y * 2.0f));
auto pos = ImVec2(style.WindowPadding.x, style.WindowPadding.y);
ImGui::SetNextWindowSize(size);
ImGui::SetNextWindowPos(pos);
imgui::style::color_set(character.color);
if (ImGui::Begin("##Preview", nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse |
@@ -39,8 +41,6 @@ namespace game::state::select
{
if (ImGui::BeginTabBar("##Preview Tab Bar"))
{
auto& character = resources.characterPreviews[characterIndex];
auto available = ImGui::GetContentRegionAvail();
auto availableSize = imgui::to_vec2(available);
auto textureSize = vec2(character.render.size);
@@ -106,5 +106,6 @@ namespace game::state::select
}
}
ImGui::End();
imgui::style::color_set(resources.settings.color);
}
}

View File

@@ -1,11 +1,11 @@
#include "configuration.hpp"
#include "settings_menu.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <imgui.h>
#include "../util/math.hpp"
#include "../util/imgui/style.hpp"
#include "../util/imgui/widget.hpp"
#include "../util/math.hpp"
#include "../util/measurement.hpp"
using namespace game::util;
@@ -13,13 +13,15 @@ using namespace game::util::imgui;
namespace game::state
{
void Configuration::update(Resources& resources, Mode mode)
void SettingsMenu::update(Resources& resources, Mode mode)
{
auto& settings = resources.settings;
auto& measurementSystem = settings.measurementSystem;
auto& volume = settings.volume;
auto& color = settings.color;
isJustColorSet = false;
ImGui::SeparatorText("Measurement System");
WIDGET_FX(ImGui::RadioButton("Metric", (int*)&measurementSystem, measurement::METRIC));
ImGui::SetItemTooltip("%s", "Use kilograms (kg).");
@@ -34,15 +36,27 @@ namespace game::state
ImGui::SeparatorText("Appearance");
if (WIDGET_FX(ImGui::Checkbox("Use Character Color", &settings.isUseCharacterColor))) isJustColorSet = true;
ImGui::SetItemTooltip("When playing, the UI will use the character's preset UI color.");
ImGui::SameLine();
ImGui::BeginDisabled(settings.isUseCharacterColor);
if (WIDGET_FX(
ImGui::ColorEdit3("Color", value_ptr(color), ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoTooltip)))
{
style::color_set(color);
isJustColorSet = true;
}
ImGui::SetItemTooltip("%s", "Change the UI color.");
ImGui::EndDisabled();
ImGui::Separator();
if (WIDGET_FX(ImGui::Button("Reset to Default", ImVec2(-FLT_MIN, 0)))) settings = resource::xml::Settings();
if (WIDGET_FX(ImGui::Button("Reset to Default", ImVec2(-FLT_MIN, 0))))
{
settings = resource::xml::Settings();
style::color_set(settings.color);
}
if (mode == MAIN)
if (mode == PLAY)
{
ImGui::Separator();

View File

@@ -4,17 +4,18 @@
namespace game::state
{
class Configuration
class SettingsMenu
{
public:
enum Mode
{
SELECT,
MAIN
PLAY
};
bool isGoToSelect{};
bool isSave{};
bool isJustColorSet{};
void update(Resources&, Mode = SELECT);
};

View File

@@ -1,24 +0,0 @@
#pragma once
namespace game
{
#define LIST \
X(RUB, "Rub") \
X(KISS, "Kiss") \
X(SMACK, "Smack")
enum InteractType
{
#define X(symbol, string) symbol,
LIST
#undef X
};
static constexpr const char* INTERACT_TYPE_STRINGS[] = {
#define X(symbol, string) string,
LIST
#undef X
};
#undef LIST
}