marge and fixing mia size

This commit is contained in:
Clément Le Bihan
2020-05-01 15:50:00 +02:00
9 changed files with 134 additions and 31 deletions
+1 -1
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@@ -298,7 +298,7 @@ add_executable(my_rpg
include/components/attack_component.h
src/systems/combat_methods.c
src/combat/attacks.c
src/player_utilities.c include/player_utilities.h src/systems/inventory.c include/systems/inventory.h src/systems/game_over.c include/systems/game_over.h)
src/player_utilities.c include/player_utilities.h src/systems/inventory.c include/systems/inventory.h src/systems/game_over.c include/systems/game_over.h src/npc/mia.c lib/gamacon/src/scene/scene_constructor.c)
add_compile_options(-W -Wall -Wextra -Wshadow)
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After

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+9 -1
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@@ -61,4 +61,12 @@ void water_jet(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void shield(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void enemy_attack(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void load_attacks(gc_scene *scene);
void load_attacks(gc_scene *scene);
bool mia_heal(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
void mia_setup(gc_engine *engine);
void load_data(gc_scene *scene, const gc_data *datas);
extern const struct gc_data game_data[];
+20
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@@ -144,6 +144,7 @@
<sprite name="farmer1" src="assets/sprites/npc/farmer1.png" />
<sprite name="mayor" src="assets/sprites/npc/mayor.png" />
<sprite name="mia" src="assets/sprites/npc/mia.png" />
<enemies>
<enemy name="bee" src="prefabs/enemies/bee.gcprefab" spawn_rate="17%" />
@@ -215,6 +216,25 @@
</dialog_holder>
</gc_entity>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="70" y="90" />
</transform_component>
<renderer src="mia">
<Rect height="32" width="24" top="64" left="24" />
</renderer>
<map_linker x="23" y="37" />
<dialog_holder x="23" y="36" tile_texture="npc_interact">
<Mia line="Oh, Hero! I'm grateful \nfor your visit." callback="mia_setup" />
<Mia line="Do you want something?" >
<input text="Heal me" click="mia_heal" />
<input text="Save game" click="mia_save" />
<input text="Fisherman" click="mia_fisherman" />
<input text="Bye" />
</Mia>
</dialog_holder>
</gc_entity>
<gc_entity>
<transform_component>
+24 -11
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@@ -55,29 +55,42 @@ static void ctr(void *component, va_list args)
setup_tile_interactions(cmp, scene, (gc_vector2i){x, y}, texture);
}
bool dialog_parse_inputs(struct dialog_line *txt, gc_scene *scene, node *n)
{
char *click;
int i = 0;
txt->inputs = malloc(sizeof(struct dialog_input) * txt->input_count);
if (!txt->inputs)
return (false);
for (n = n->child; n; n = n->next) {
txt->inputs[i].text = xml_getproperty(n, "text");
click = xml_gettempprop(n, "click");
txt->inputs[i].callback = scene->get_data(scene, "input", click);
if (!txt->inputs[i++].callback && click)
my_printf("Couldn't find an input with the name: %s.\n", click);
}
return (false);
}
struct dialog_line *dialog_parse_text(gc_scene *scene, node *n)
{
struct dialog_line *txt = malloc(sizeof(struct dialog_line));
char *click;
int i = 0;
char *callback;
if (!txt)
return (NULL);
txt->name = my_strdup(n->name);
txt->text = xml_getproperty(n, "line");
txt->input_count = xml_getchildcount_filtered(n, "input");
txt->callback = NULL;
callback = xml_gettempprop(n, "callback");
txt->callback = scene->get_data(scene, "dialog_callback", callback);
if (callback && !txt->callback)
my_printf("Couldn't find an callback with the name: %s.\n", callback);
txt->inputs = NULL;
if (txt->input_count == 0)
return (txt);
txt->inputs = malloc(sizeof(struct dialog_input) * txt->input_count);
for (n = n->child; n; n = n->next) {
txt->inputs[i].text = xml_getproperty(n, "text");
click = xml_gettempprop(n, "click");
txt->inputs[i++].callback = scene->get_data(scene, "input", click);
if (!txt->inputs)
my_printf("Couldn't find a callback with the name: %s.\n", click);
}
dialog_parse_inputs(txt, scene, n);
return (txt);
}
+25 -12
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@@ -47,9 +47,16 @@ const struct callback callbacks[] = {
{"action2", &dialog_input2},
{"action3", &dialog_input3},
{"hide_game_over", &hide_game_over},
{"mia_heal", &mia_heal},
{NULL, NULL}
};
const struct gc_data game_data[] = {
{"input", "mia_heal", &mia_heal, NULL},
{"dialog_callback", "mia_setup", &mia_setup, NULL},
{NULL, NULL, NULL, NULL}
};
const struct callback map_editor_callbacks[] = {
{"map_manage_click", &map_onclick},
{"tile_select", &tile_select},
@@ -64,10 +71,10 @@ const struct callback map_editor_callbacks[] = {
};
const struct gc_data attacks[] = {
{"attack", "Uppercut", &uppercut, NULL},
{"attack", "Fireball", &fireball, NULL},
{"attack", "Water jet", &water_jet, NULL},
{"attack", "Shield", &shield, NULL},
{"attack", "Uppercut", &uppercut, NULL},
{"attack", "Fireball", &fireball, NULL},
{"attack", "Water jet", &water_jet, NULL},
{"attack", "Shield", &shield, NULL},
{"attack", "Aerial attack", &enemy_attack, NULL},
{"attack", "Spore attack", &enemy_attack, NULL},
{"attack", "Sharp leaves", &enemy_attack, NULL},
@@ -77,22 +84,28 @@ const struct gc_data attacks[] = {
{NULL, NULL, NULL, NULL}
};
void load_attacks(gc_scene *scene)
void load_data(gc_scene *scene, const gc_data *datas)
{
gc_data *data;
gc_list *li = scene->get_entity_by_cmp(scene, "attack_component");
struct attack_component *att;
for (int i = 0; attacks[i].name; i++) {
for (int i = 0; datas[i].name; i++) {
data = malloc(sizeof(*data));
if (!data)
return;
data->name = my_strdup(attacks[i].name);
data->type = my_strdup(attacks[i].type);
data->custom = attacks[i].custom;
data->destroy = attacks[i].destroy;
data->name = my_strdup(datas[i].name);
data->type = my_strdup(datas[i].type);
data->custom = datas[i].custom;
data->destroy = datas[i].destroy;
LISTADD(scene->data, data);
}
}
void load_attacks(gc_scene *scene)
{
gc_list *li = scene->get_entity_by_cmp(scene, "attack_component");
struct attack_component *att;
load_data(scene, attacks);
for (; li; li = li->next) {
att = GETCMP(li->data, attack_component);
for (int i = 0; att->attacks && att->attacks[i].name; i++)
+5 -5
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@@ -19,18 +19,18 @@ enum gc_mousekeys __)
prefab_load(engine, "prefabs/loading.gcprefab");
engine->game_loop(engine, 0);
scene = scene_create(engine, "prefabs/game.gcprefab");
scene = scene_new(engine);
load_data(scene, game_data);
scene = scene_parse_xml(scene, engine, "prefabs/game.gcprefab");
if (!scene) {
engine->should_close = true;
my_printf("The game scene couldn't be loaded.\n");
return (true);
}
engine->change_scene(engine, scene);
if (prefab_load(engine, "prefabs/player.gcprefab") < 0) {
if (prefab_load(engine, "prefabs/player.gcprefab") < 0)
my_printf("Could not load the player.\n");
return (true);
}
if (prefab_load(engine, "prefabs/map_entities.gcprefab") < 0)
else if (prefab_load(engine, "prefabs/map_entities.gcprefab") < 0)
return (true);
if (engine->get_callback(engine, "map_manage_click"))
if (prefab_load(engine, "prefabs/editor_ui.gcprefab") < 0)
+49
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@@ -0,0 +1,49 @@
/*
** EPITECH PROJECT, 2020
** my_rpg
** File description:
** mia.c
*/
#include <components/health_component.h>
#include <components/dialog_holder.h>
#include "engine.h"
struct dialog_holder *dialog_get_current(gc_engine *engine)
{
struct dialog_manager *manager = GETSYS(engine, dialog_manager);
return (manager->current_dialog);
}
void mia_setup(gc_engine *engine)
{
struct dialog_holder *holder = dialog_get_current(engine);
holder->text[2] = NULL;
}
bool mia_heal(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key)
{
gc_entity *player = engine->scene->get_entity(engine->scene, 50);
struct health_component *hea;
struct dialog_holder *dialog = dialog_get_current(engine);
if (!player || !dialog)
return (false);
hea = GETCMP(player, health_component);
if (!hea)
return (false);
if (hea->health != hea->health_max) {
hea->health = hea->health_max;
dialog_add_line(dialog, "Mia", "Of course, let me\
take care\nof it.", NULL);
} else {
dialog_add_line(dialog, "Mia", "You don't seem to have\n\
any wounds.", NULL);
dialog_add_line(dialog, "Mia", "Are you sure you are\n\
here for that?", NULL);
}
return (true);
}