update enum, add ennemy_stats

This commit is contained in:
CaNaRdEoS 2025-07-14 14:38:08 +02:00
parent b98d3731fa
commit 444b08c72f
14 changed files with 155 additions and 100 deletions

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@ -1,42 +1,77 @@
//Jobs
constexpr const int MAGE = 0;
constexpr const int ALCHIMIST = 1;
constexpr const int WARRIOR = 2;
constexpr const int ENGINEER = 3;
constexpr const int ARCHER = 4;
constexpr const int TAMER = 5;
enum Jobs {
MAGE = 0,
ALCHIMIST = 1,
WARRIOR = 2,
ENGINEER = 3,
ARCHER = 4,
TAMER = 5
};
//Elements
constexpr const int FIRE = 0;
constexpr const int AIR = 1;
constexpr const int WATER = 2;
constexpr const int EARTH = 3;
constexpr const int EATHER = 4;
enum Elements {
FIRE = 0,
AIR = 1,
WATER = 2,
EARTH = 3,
EATHER = 4
};
//Stats
constexpr const int HEALTH = 0;
constexpr const int SHIELD = 1;
constexpr const int SPEED = 2;
constexpr const int MANA = 3;
constexpr const int ENERGY = 4;
constexpr const int TAME = 5;
constexpr const int XP = 6;
enum Stats {
HEALTH,
SHIELD,
SPEED,
MANA,
ENERGY,
TAME,
XP
};
// Combinaisons
enum Button_types {
BUTTON_BASIC,
BUTTON_INACTIVE,
BUTTON_DANGER
};
enum Button_sizes {
BUTTON_SMALL,
BUTTON_MEDIUM,
BUTTON_BIG
};
//Combinaisons
constexpr const int UP = 0;
constexpr const int RIGHT = 1;
constexpr const int DOWN = 2;
constexpr const int LEFT = 3;
constexpr const int END_SPELL = 9;
//Buttons style
constexpr int BUTTON_BASIC = 0;
constexpr int BUTTON_INACTIVE = 1;
constexpr int BUTTON_DANGER = 2;
//Buttons size
constexpr const int BUTTON_SMALL = 0;
constexpr const int BUTTON_MEDIUM = 1;
constexpr const int BUTTON_BIG = 2;
struct Spell {
std::string name;
int damage;
int cost_health, cost_mana;
float precision;
bool zone;
std::vector<Elements> elements;
std::vector<int> combinaison;
};
struct Ennemy {
std::string name;
int xp;
int health, shield, speed, tame;
int max_health, max_shield, max_speed, max_tame;
float escape, menace; //Menace comlpexifies the escape, the higher the value is, the less menace it is
std::vector<Spell> spells;
};
struct Player {
std::string name;
Jobs job;
int xp;
int health, shield, speed, mana, energy;
int max_health, max_shield, max_speed, max_mana, max_energy;
float escape, menace;
std::vector<Spell> spell_book;
};

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@ -3,19 +3,19 @@
#include <vector>
#include <raylib.h>
#include "../define.h"
#include "../logic/structs.h"
#include "../logic/player.h"
#include "ui_elements.h"
#include "combat_interface.h"
void display_combat_interface(Player& player_arg, std::vector<Ennemy>& ennemies_arg, const std::vector<int>& screen_arg) {
Ennemy ennemy = ennemies_arg[0];
std::vector<float> position = {0.5f, 0.5f};
Bar player_health = create_bar(HEALTH, player_arg.max_health, player_arg.health, position, screen_arg);
inc_health(player_arg, -5);*
Ennemy_stats first_ennemy_stats = create_ennemy_stats(ennemy, position, screen_arg);
//Dessin
BeginDrawing();
ClearBackground(BLACK);
draw_bar(player_health);
draw_ennemy_stats(first_ennemy_stats);
EndDrawing();
}

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@ -1,6 +1,6 @@
#include <iostream>
#include <vector>
#include "../logic/structs.h"
#include "../define.h"
#include "../logic/player.h"
#include "../logic/ennemy.h"
#include "interfaces.h"

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@ -2,11 +2,10 @@
#include <string>
#include <vector>
#include <raylib.h>
#include "../logic/structs.h"
#include "../define.h"
#include "ui_elements.h"
Button create_button(int type_arg, int size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg) {
Button create_button(Button_types type_arg, Button_sizes size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg) {
std::vector<float> size = button_size(size_arg, screen_arg);
float position_x = screen_arg[0] * position_arg[0] - size[0] / 2;
float position_y = screen_arg[1] * position_arg[1] - size[1] / 2;
@ -52,11 +51,11 @@ Button create_button(int type_arg, int size_arg, const std::vector<float>& posit
void draw_buttons(const std::vector<Button>& buttons_arg) {
for(Button button: buttons_arg) {
DrawRectangleRec(button.rectangle, button.color);
DrawTextEx(button.text.font, button.text.text.c_str(), button.text.position, button.text.fontSize, button.text.spacing, button.text.tint);
draw_text(button.text);
}
}
std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg) {
std::vector<float> button_size(Button_sizes size_arg, const std::vector<int>& screen_arg) {
std::vector<float> size;
switch(size_arg) {
case BUTTON_BIG:
@ -78,7 +77,7 @@ std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg)
return size;
}
float text_size(int size_arg) {
float text_size(Button_sizes size_arg) {
switch(size_arg) {
case BUTTON_BIG:
return 25.0f;
@ -94,7 +93,7 @@ float text_size(int size_arg) {
}
}
Color type_color(int type_arg) {
Color type_color(Stats type_arg) {
switch(type_arg) {
case HEALTH:
return RED;
@ -114,23 +113,23 @@ Color type_color(int type_arg) {
}
}
Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg) {
Bar create_bar(Stats type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg) {
float width = 150.0f;
float height = 15.0f;
float position_x = screen_arg[0] * position_arg[0] - width / 2;
float position_y = screen_arg[1] * position_arg[1] - height / 2;
float position_x = container_arg[0] * position_arg[0] - width / 2;
float position_y = container_arg[1] * position_arg[1] - height / 2;
Rectangle complete = {position_x, position_y, width, height};
float progression_width = (width - 2.0f) * (actual_arg / max_arg);
float progression_width = (width - 2.0f) * ((float)actual_arg / max_arg);
float progression_heigth = height - 2.0f;
Rectangle progression = {position_x+1, position_y+1, progression_width, progression_heigth};
Font font = GetFontDefault();
float font_size = 10.0f;
std::string value = std::to_string(actual_arg) + "/" + std::to_string(max_arg);
float text_x = screen_arg[0] * position_arg[0] - MeasureText(value.c_str(), font_size) / 2;
float text_y = screen_arg[1] * position_arg[1] - font_size / 2;
Text text = {font, value, Vector2{text_x, text_y}, font_size, 2.0f, YELLOW};
float text_x = container_arg[0] * position_arg[0] - MeasureText(value.c_str(), font_size) / 2;
float text_y = container_arg[1] * position_arg[1] - font_size / 2;
Text text = {font, value, Vector2{text_x, text_y}, font_size, 2.0f, WHITE};
Color color = type_color(type_arg);
return Bar{complete, progression, max_arg, actual_arg, text, color};
@ -139,9 +138,49 @@ Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<fl
void draw_bar(const Bar& bar_arg) {
DrawRectangleRec(bar_arg.complete, WHITE);
DrawRectangleRec(bar_arg.progression, bar_arg.color);
DrawTextEx(bar_arg.text.font, bar_arg.text.text.c_str(), bar_arg.text.position, bar_arg.text.fontSize, bar_arg.text.spacing, bar_arg.text.tint);
draw_text(bar_arg.text);
}
Ennemy_stats create_bar(const Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg) {
return Ennemy_stats{};
Ennemy_stats create_ennemy_stats(Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg) {
std::vector<float> size = {container_arg[0] * 0.2f, container_arg[1] * 0.1f};
float position_x = container_arg[0] * position_arg[0] - size[0] / 2;
float position_y = container_arg[1] * position_arg[1] - size[1] / 2;
Rectangle card = {position_x, position_y, size[0], size[1]};
Font font = GetFontDefault();
float font_size = 15.0f;
std::string value = ennemy_arg.name;
Vector2 text_position = {50.f, 0.0f};
Text name = {font, value, text_position, font_size, 2.0f, YELLOW};
text_position.x += MeasureText(value.c_str(), font_size) + value.size() * 2;
font_size = 10.0f;
value = std::to_string(ennemy_arg.xp);
Text level = {font, value, text_position, font_size, 2.0f, YELLOW};
std::vector<float> health_position = {0.5f, 0.3f};
std::vector<float> shield_position = {0.5f, 0.5f};
std::vector<float> speed_position = {0.5f, 0.7f};
std::vector<float> tame_position = {0.5f, 0.9f};
Bar health = create_bar(HEALTH, ennemy_arg.max_health, ennemy_arg.health, health_position, container_arg);
Bar shield = create_bar(SHIELD, ennemy_arg.max_shield, ennemy_arg.shield, shield_position, container_arg);
Bar speed = create_bar(SPEED, ennemy_arg.max_speed, ennemy_arg.speed, speed_position, container_arg);
Bar tame = create_bar(TAME, ennemy_arg.max_tame, ennemy_arg.tame, tame_position, container_arg);
return Ennemy_stats{card, name, level, health, shield, speed, tame};
}
void draw_ennemy_stats(const Ennemy_stats& ennemy_stats_arg) {
DrawRectangleRec(ennemy_stats_arg.card, BLUE);
draw_text(ennemy_stats_arg.name);
draw_text(ennemy_stats_arg.level);
draw_bar(ennemy_stats_arg.health);
draw_bar(ennemy_stats_arg.shield);
draw_bar(ennemy_stats_arg.speed);
draw_bar(ennemy_stats_arg.tame);
}
void draw_text(const Text& text_arg) {
DrawTextEx(text_arg.font, text_arg.text.c_str(), text_arg.position, text_arg.fontSize, text_arg.spacing, text_arg.tint);
}

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@ -21,16 +21,21 @@ struct Bar {
};
struct Ennemy_stats {
Rectangle card;
Text name, level;
Bar health, shield, speed, tame;
};
Button create_button(int type_arg, int size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg);
Button create_button(Button_types type_arg, Button_sizes size_arg, const std::vector<float>& position_arg, std::string text_arg, const std::vector<int>& screen_arg);
void draw_buttons(const std::vector<Button>& buttons_arg);
std::vector<float> button_size(int size_arg, const std::vector<int>& screen_arg);
float text_size(int size_arg);
std::vector<float> button_size(Button_sizes size_arg, const std::vector<int>& screen_arg);
float text_size(Button_sizes size_arg);
Color type_color(Stats type_arg);
Bar create_bar(int type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg);
Bar create_bar(Stats type_arg, int& max_arg, int& actual_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg);
void draw_bar(const Bar& bar_arg);
Ennemy_stats create_bar(const Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& screen_arg);
Ennemy_stats create_ennemy_stats(Ennemy& ennemy_arg, const std::vector<float>& position_arg, const std::vector<int>& container_arg);
void draw_ennemy_stats(const Ennemy_stats& ennemy_stats_arg);
void draw_text(const Text& text_arg);

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@ -1,6 +1,6 @@
#include <iostream>
#include <vector>
#include "structs.h"
#include "../define.h"
#include "utilities.h"
#include "player.h"
#include "ennemy.h"
@ -13,6 +13,7 @@ void init_combat(Player& player_arg, std::vector<Ennemy> ennemies_arg, const std
std::vector<Ennemy> ennemies;
ennemies.push_back(ennemies_arg[1]);
ennemies.push_back(ennemies_arg[2]);
inc_health(player_arg,-5);
display_combat_interface(player_arg, ennemies, screen_arg);
combat(player_arg, ennemies);
@ -92,7 +93,7 @@ void ennemy_turn(Player& player_arg, Ennemy& ennemy_arg) {
}
void attack(Player& player_arg, std::vector<Ennemy>& ennemies_arg){
if(player_arg.job == 0) {
if(player_arg.job == MAGE) {
casting_spell(player_arg, ennemies_arg);
}
}

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@ -1,7 +1,7 @@
#include <iostream>
#include <string>
#include <vector>
#include "structs.h"
#include "../define.h"
#include "ennemy.h"
#include "spells.h"

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@ -1,7 +1,6 @@
#include <iostream>
#include <vector>
#include <string>
#include "structs.h"
#include "../define.h"
#include "utilities.h"
#include "player.h"

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@ -2,7 +2,6 @@
#include <vector>
#include <string>
#include "utilities.h"
#include "structs.h"
#include "../define.h"
#include "player.h"
#include "ennemy.h"
@ -12,7 +11,7 @@
const std::vector<std::string> elements = {"Fire", "Air", "Water", "Earth", "Eather"};
const std::vector<std::string> arrows = {"", "", "", ""};
void init_spell(Spell& spell_arg, const std::string& name_arg, int damage_arg, int cost_arg, float precision_arg, bool zone_arg, std::vector<int> elements_arg, std::vector<int> combinaison_arg) {
void init_spell(Spell& spell_arg, const std::string& name_arg, int damage_arg, int cost_arg, float precision_arg, bool zone_arg, std::vector<Elements> elements_arg, std::vector<int> combinaison_arg) {
spell_arg.name = name_arg;
spell_arg.damage = damage_arg;
spell_arg.cost_mana = cost_arg;
@ -32,7 +31,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
5,
0.8,
1,
std::vector<int>{FIRE},
std::vector<Elements>{FIRE},
std::vector<int>{UP, RIGHT, UP}
);
spell_book_arg.push_back(fire_ball);
@ -45,7 +44,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
8,
1,
1,
std::vector<int>{WATER},
std::vector<Elements>{WATER},
std::vector<int>{UP, DOWN, RIGHT}
);
spell_book_arg.push_back(tsunami);
@ -58,7 +57,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
4,
0.8,
0,
std::vector<int>{AIR},
std::vector<Elements>{AIR},
std::vector<int>{UP, UP, UP}
);
spell_book_arg.push_back(tailwind_css);
@ -71,7 +70,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
13,
0.7,
0,
std::vector<int>{EARTH},
std::vector<Elements>{EARTH},
std::vector<int>{DOWN, UP, LEFT}
);
spell_book_arg.push_back(rolling_rock);
@ -84,7 +83,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
10,
0.8,
0,
std::vector<int>{AIR, FIRE},
std::vector<Elements>{AIR, FIRE},
std::vector<int>{DOWN, UP, LEFT, UP}
);
spell_book_arg.push_back(lightning);
@ -97,7 +96,7 @@ void init_spells(std::vector<Spell>& spell_book_arg) {
2,
1,
0,
std::vector<int>{AIR, WATER},
std::vector<Elements>{AIR, WATER},
std::vector<int>{UP, UP, UP, UP}
);
spell_book_arg.push_back(bubble);

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@ -5,7 +5,7 @@ void init_spell(Spell& spell_arg,
int cost_arg,
float precision_arg,
bool zone_arg,
std::vector<int> elements_arg,
std::vector<Elements> elements_arg,
std::vector<int> combinaison_arg
);
void init_spells(std::vector<Spell>& spell_book_arg);

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@ -1,27 +0,0 @@
struct Spell {
std::string name;
int damage;
int cost_health, cost_mana;
float precision;
bool zone;
std::vector<int> elements, combinaison;
};
struct Ennemy {
std::string name;
int xp;
int health, shield, speed, tame;
int max_health, max_shield, max_speed, max_tame;
float escape, menace; //Menace comlpexifies the escape, the higher the value is, the less menace it is
std::vector<Spell> spells;
};
struct Player {
std::string name;
int job, xp;
int health, shield, speed, mana, energy;
int max_health, max_shield, max_speed, max_mana, max_energy;
float escape, menace;
std::vector<Spell> spell_book;
};

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game/main

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@ -1,7 +1,6 @@
#include <iostream>
#include <raylib.h>
#include <vector>
#include "logic/structs.h"
#include "define.h"
#include "logic/player.h"
#include "logic/ennemy.h"
@ -10,11 +9,18 @@
#include "logic/combat.h"
#include "interface/ui_elements.h"
void create_menu(std::vector<Button>& buttons_arg, const std::vector<int>& screen_arg) {
buttons_arg.push_back(create_button(BUTTON_BASIC, BUTTON_BIG, std::vector<float>{0.5, 0.5}, "Play", screen_arg));
buttons_arg.push_back(create_button(BUTTON_INACTIVE, BUTTON_MEDIUM, std::vector<float>{0.5, 0.6}, "Options", screen_arg));
buttons_arg.push_back(create_button(BUTTON_DANGER, BUTTON_MEDIUM, std::vector<float>{0.5, 0.7}, "Quit", screen_arg));
}
void handle_menu(std::vector<Button>& buttons_arg, Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& game_loop_arg, const std::vector<int>& screen_arg) {
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
if (CheckCollisionPointRec(GetMousePosition(), buttons_arg[0].rectangle)) {
buttons_arg = {};
init_combat(player_arg, ennemies_arg, screen_arg);
create_menu(buttons_arg, screen_arg);
} else if (CheckCollisionPointRec(GetMousePosition(), buttons_arg[2].rectangle)) {
game_loop_arg = 0;
}
@ -40,9 +46,7 @@ int main() {
SetTargetFPS(60);
std::vector<Button> buttons;
buttons.push_back(create_button(BUTTON_BASIC, BUTTON_BIG, std::vector<float>{0.5, 0.5}, "Play", screen));
buttons.push_back(create_button(BUTTON_INACTIVE, BUTTON_MEDIUM, std::vector<float>{0.5, 0.6}, "Options", screen));
buttons.push_back(create_button(BUTTON_DANGER, BUTTON_MEDIUM, std::vector<float>{0.5, 0.7}, "Quit", screen));
create_menu(buttons, screen);
int arg;
bool game_loop = 1;

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