Fixing bugs, added girl
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d24748df1e
commit
6149182f02
21 files changed
+1255815
-654
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@@ -341,7 +341,6 @@ void Character::update(int64_t deltaMs) {
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facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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if (hitSparkEmitter.isConfigured()) {
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hitSparkEmitter.update(static_cast<float>(deltaMs));
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+2
-185
@@ -236,51 +236,9 @@ namespace ZL
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std::cout << "Load resurces step 13" << std::endl;
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// Load UI with inventory button
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try {
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menuManager.uiManager.loadFromFile("resources/config2/ui_inventory.json", renderer, CONST_ZIP_FILE);
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menuManager.uiManager.appendFromFile("resources/config2/ui_quest_journal.json", renderer, CONST_ZIP_FILE);
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questJournal.loadFromFile("resources/quests/quests.json", CONST_ZIP_FILE);
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setupQuestJournalUi();
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menuManager.setup(inventory, CONST_ZIP_FILE);
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std::cout << "UI loaded successfully" << std::endl;
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menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
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menuManager.uiManager.setNodeVisible("close_inventory_button", false);
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menuManager.uiManager.setTextButtonCallback("inventory_button", [this](const std::string& name) {
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std::cout << "[UI] Inventory button clicked" << std::endl;
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if (this->questJournalOpen) {
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this->toggleQuestJournal();
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}
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this->menuManager.uiManager.setNodeVisible("inventory_items_panel", true);
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this->menuManager.uiManager.setNodeVisible("close_inventory_button", true);
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this->inventoryOpen = true;
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// Update UI with current items
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const auto& items = this->inventory.getItems();
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std::string itemText;
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if (items.empty()) {
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itemText = "Inventory (Empty)";
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}
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else {
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itemText = "Inventory (" + std::to_string(items.size()) + " items)\n\n";
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for (size_t i = 0; i < items.size(); ++i) {
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itemText += std::to_string(i + 1) + ". " + items[i].name + "\n";
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}
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}
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this->menuManager.uiManager.setText("inventory_items_text", itemText);
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});
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menuManager.uiManager.setTextButtonCallback("close_inventory_button", [this](const std::string& name) {
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std::cout << "[UI] Close button clicked" << std::endl;
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menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
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menuManager.uiManager.setNodeVisible("close_inventory_button", false);
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inventoryOpen = false;
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});
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}
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catch (const std::exception& e) {
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std::cerr << "Failed to load UI: " << e.what() << std::endl;
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@@ -327,147 +285,6 @@ namespace ZL
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static int questStatusPriority(Quest::QuestStatus status) {
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switch (status) {
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case Quest::QuestStatus::Active: return 0;
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case Quest::QuestStatus::Available: return 1;
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case Quest::QuestStatus::Completed: return 2;
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case Quest::QuestStatus::Failed: return 3;
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default: return 4;
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}
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}
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static std::array<float, 4> questStatusColor(Quest::QuestStatus status) {
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switch (status) {
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case Quest::QuestStatus::Completed: return { 0.25f, 0.95f, 0.35f, 1.0f };
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case Quest::QuestStatus::Failed: return { 1.0f, 0.25f, 0.25f, 1.0f };
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case Quest::QuestStatus::Active: return { 1.0f, 1.0f, 1.0f, 1.0f };
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case Quest::QuestStatus::Available: return { 0.86f, 0.86f, 0.86f, 1.0f };
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default: return { 0.45f, 0.45f, 0.45f, 1.0f };
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}
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}
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void Game::setupQuestJournalUi() {
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questJournalOpen = false;
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selectedQuestIndex = -1;
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visibleQuestIds.clear();
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menuManager.uiManager.setNodeVisible("quest_journal_panel", false);
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menuManager.uiManager.setNodeVisible("quest_close_button", false);
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menuManager.uiManager.setTextButtonCallback("quest_journal_button", [this](const std::string&) {
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toggleQuestJournal();
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});
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menuManager.uiManager.setTextButtonCallback("quest_close_button", [this](const std::string&) {
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if (questJournalOpen) {
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toggleQuestJournal();
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}
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});
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for (int i = 0; i < 9; ++i) {
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const std::string slotName = "quest_slot_" + std::to_string(i);
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menuManager.uiManager.setTextButtonCallback(slotName, [this, i](const std::string&) {
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selectQuestByIndex(i);
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});
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menuManager.uiManager.setNodeVisible(slotName, false);
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}
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}
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void Game::toggleQuestJournal() {
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questJournalOpen = !questJournalOpen;
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std::cout << "[quest] toggleQuestJournal: " << (questJournalOpen ? "open" : "closed") << std::endl;
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if (questJournalOpen) {
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if (inventoryOpen) {
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menuManager.uiManager.setNodeVisible("inventory_items_panel", false);
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menuManager.uiManager.setNodeVisible("close_inventory_button", false);
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inventoryOpen = false;
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}
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}
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menuManager.uiManager.setNodeVisible("quest_journal_panel", questJournalOpen);
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menuManager.uiManager.setNodeVisible("quest_close_button", questJournalOpen);
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if (questJournalOpen) {
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refreshQuestJournalUi();
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if (!visibleQuestIds.empty()) {
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selectQuestByIndex(0);
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}
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}
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}
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void Game::refreshQuestJournalUi() {
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visibleQuestIds.clear();
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auto quests = questJournal.getVisibleQuests();
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std::sort(quests.begin(), quests.end(), [](const Quest::QuestState* a, const Quest::QuestState* b) {
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const int pa = questStatusPriority(a->status);
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const int pb = questStatusPriority(b->status);
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if (pa != pb) return pa < pb;
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// Newer quests are shown above older quests inside the same status bucket.
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return a->orderIndex > b->orderIndex;
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});
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for (int i = 0; i < 9; ++i) {
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const std::string slotName = "quest_slot_" + std::to_string(i);
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if (i < static_cast<int>(quests.size())) {
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const auto* quest = quests[i];
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visibleQuestIds.push_back(quest->definition.id);
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const bool selected = (i == selectedQuestIndex);
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const std::string prefix = selected ? "> " : " ";
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menuManager.uiManager.setTextButtonText(slotName, prefix + quest->definition.title);
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menuManager.uiManager.setTextButtonColor(slotName, questStatusColor(quest->status));
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menuManager.uiManager.setNodeVisible(slotName, true);
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}
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else {
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menuManager.uiManager.setTextButtonText(slotName, "");
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menuManager.uiManager.setNodeVisible(slotName, false);
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}
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}
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}
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void Game::selectQuestByIndex(int index) {
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if (index < 0 || index >= static_cast<int>(visibleQuestIds.size())) {
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return;
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}
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selectedQuestIndex = index;
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Quest::QuestState* quest = questJournal.findQuest(visibleQuestIds[index]);
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if (!quest) {
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return;
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}
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const auto& def = quest->definition;
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menuManager.uiManager.setText("quest_middle_title_text", def.title);
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menuManager.uiManager.setTextColor("quest_middle_title_text", questStatusColor(quest->status));
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const std::string meta = std::string("Category: ") + Quest::toString(def.category)
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+ " | Status: " + Quest::toString(quest->status)
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+ " | Level: " + std::to_string(def.recommendedLevel);
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menuManager.uiManager.setText("quest_meta_text", meta);
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std::string objectivesText;
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for (size_t i = 0; i < def.objectives.size(); ++i) {
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const auto& obj = def.objectives[i];
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const bool isActive = static_cast<int>(i) == quest->activeObjectiveIndex;
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const std::string mark = obj.completed ? "[x] " : (isActive ? "> [ ] " : "[ ] ");
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objectivesText += mark + obj.text;
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if (i + 1 < def.objectives.size()) {
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objectivesText += "\n";
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}
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}
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menuManager.uiManager.setText("quest_objectives_text", objectivesText);
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menuManager.uiManager.setText("quest_lore_title_text", "Описание задания");
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menuManager.uiManager.setText("quest_description_text", def.description);
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refreshQuestJournalUi();
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}
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void Game::drawScene() {
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glViewport(0, 0, Environment::width, Environment::height);
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if (!loadingCompleted) {
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@@ -702,7 +519,7 @@ namespace ZL
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break;
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case SDLK_j:
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toggleQuestJournal();
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menuManager.toggleQuestJournal();
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break;
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case SDLK_RETURN:
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-14
@@ -20,8 +20,6 @@
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#include <unordered_set>
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#include "Location.h"
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#include "AudioPlayerAsync.h"
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#include "quest/QuestJournal.h"
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namespace ZL {
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class Game {
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@@ -51,13 +49,6 @@ namespace ZL {
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Inventory inventory;
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InteractiveObject* pickedUpObject = nullptr;
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bool inventoryOpen = false;
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ZL::Quest::QuestJournal questJournal;
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bool questJournalOpen = false;
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int selectedQuestIndex = -1;
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std::vector<std::string> visibleQuestIds;
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MenuManager menuManager;
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void activateSlowMoEffect();
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@@ -107,11 +98,6 @@ namespace ZL {
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void endPinch();
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int countNonUiPointers() const;
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void setupQuestJournalUi();
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void toggleQuestJournal();
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void refreshQuestJournalUi();
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void selectQuestByIndex(int index);
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#ifdef EMSCRIPTEN
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static Game* s_instance;
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static void onResourcesZipLoaded(const char* filename);
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+3
-2
@@ -157,6 +157,7 @@ namespace ZL
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teleportSparks->setUseWorldSpace(true);
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teleportSparks->markConfigured();
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// If the player happens to spawn already inside the zone, treat them
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// as in-zone so they don't immediately teleport on the first update.
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if (player && (player->position - teleportPosition).norm() <= teleportRadius) {
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@@ -957,7 +958,7 @@ namespace ZL
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// Check if we clicked on an NPC
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Character* clickedNpc = raycastNpcs(camPos, rayDir);
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if (clickedNpc && player) {
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if (clickedNpc && player && clickedNpc->hp > 0) {
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float distance = (player->position - clickedNpc->position).norm();
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int npcIndex = -1;
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for (size_t i = 0; i < npcs.size(); ++i) {
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@@ -966,7 +967,7 @@ namespace ZL
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break;
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}
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}
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if (npcIndex != -1 && clickedNpc->hp > 0) {
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if (npcIndex != -1) {
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targetInteractiveObject = nullptr;
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if (clickedNpc->canAttack) {
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+158
-352
@@ -1,392 +1,198 @@
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#include "MenuManager.h"
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#include <iostream>
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#include <cstdlib>
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#endif
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#include <algorithm>
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#include <string>
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namespace ZL {
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extern bool inverseVertical;
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static int questStatusPriority(Quest::QuestStatus status) {
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switch (status) {
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case Quest::QuestStatus::Active: return 0;
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case Quest::QuestStatus::Available: return 1;
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case Quest::QuestStatus::Completed: return 2;
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case Quest::QuestStatus::Failed: return 3;
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default: return 4;
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}
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}
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static std::array<float, 4> questStatusColor(Quest::QuestStatus status) {
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switch (status) {
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case Quest::QuestStatus::Completed: return { 0.25f, 0.95f, 0.35f, 1.0f };
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case Quest::QuestStatus::Failed: return { 1.0f, 0.25f, 0.25f, 1.0f };
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case Quest::QuestStatus::Active: return { 1.0f, 1.0f, 1.0f, 1.0f };
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case Quest::QuestStatus::Available: return { 0.86f, 0.86f, 0.86f, 1.0f };
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default: return { 0.45f, 0.45f, 0.45f, 1.0f };
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}
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}
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MenuManager::MenuManager(Renderer& iRenderer) :
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renderer(iRenderer)
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{
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}
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/*
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void MenuManager::setupMenu()
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{
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mainMenuRoot = loadUiFromFile("resources/config/main_menu.json", renderer, CONST_ZIP_FILE);
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aboutMenuRoot = loadUiFromFile("resources/config/about.json", renderer, CONST_ZIP_FILE);
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shipSelectionRoot = loadUiFromFile("resources/config/ship_selection_menu.json", renderer, CONST_ZIP_FILE);
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connectingRoot = loadUiFromFile("resources/config/connecting.json", renderer, CONST_ZIP_FILE);
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connectionFailedRoot= loadUiFromFile("resources/config/connection_failed.json", renderer, CONST_ZIP_FILE);
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gameplayRoot = loadUiFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE);
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gameOverRoot = loadUiFromFile("resources/config/game_over.json", renderer, CONST_ZIP_FILE);
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helpScreenRoot = loadUiFromFile("resources/config/ui_with_help.json", renderer, CONST_ZIP_FILE);
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connectionLostRoot = loadUiFromFile("resources/config/connection_lost.json", renderer, CONST_ZIP_FILE);
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void MenuManager::setup(Inventory& inv, const std::string& zipFile) {
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inventory = &inv;
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enterMainMenu();
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ingameRoot = loadUiFromFile("resources/config2/ui_inventory.json", renderer, zipFile);
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questJournalRoot = loadUiFromFile("resources/config2/ui_quest_journal.json", renderer, zipFile);
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questJournal.loadFromFile("resources/quests/quests.json", zipFile);
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enterGameplay();
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}
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bool MenuManager::shouldRenderSpace() const
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{
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return state == GameState::Gameplay
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|| state == GameState::GameOver
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|| state == GameState::HelpScreen
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|| state == GameState::ConnectionLost;
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}
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// ── State: MainMenu ──────────────────────────────────────────────────────
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void MenuManager::enterMainMenu()
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{
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state = GameState::MainMenu;
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uiManager.replaceRoot(mainMenuRoot);
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if (onMainMenuEntered) onMainMenuEntered();
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uiManager.setButtonCallback("singleButton", [this](const std::string&) {
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enterShipSelectionSingle();
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});
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uiManager.setButtonCallback("multiplayerButton", [this](const std::string&) {
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enterShipSelectionMulti();
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});
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uiManager.setButtonCallback("aboutButton", [this](const std::string&) {
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enterAboutMenu();
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});
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}
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void MenuManager::enterAboutMenu()
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{
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state = GameState::AboutMenu;
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uiManager.replaceRoot(aboutMenuRoot);
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uiManager.setButtonCallback("aboutBackButton", [this](const std::string&) {
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enterMainMenu();
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});
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}
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// ── State: ShipSelectionSingle ───────────────────────────────────────────
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void MenuManager::enterShipSelectionSingle()
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{
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state = GameState::ShipSelectionSingle;
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uiManager.replaceRoot(shipSelectionRoot);
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std::string initialNick;
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#ifdef EMSCRIPTEN
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char* savedNickC = emscripten_run_script_string("localStorage.getItem('spacegame_nick') || ''");
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if (savedNickC) {
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initialNick = savedNickC;
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free(savedNickC);
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}
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#endif
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auto tf = uiManager.findTextField("nicknameInput");
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if (tf) {
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if (!initialNick.empty()) tf->text = initialNick;
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#ifdef EMSCRIPTEN
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uiManager.setTextFieldCallback("nicknameInput", [](const std::string&, const std::string& value) {
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EM_ASM_({
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try { localStorage.setItem('spacegame_nick', UTF8ToString($0)); } catch(e) {}
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}, value.c_str());
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});
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#endif
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}
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uiManager.setButtonCallback("spaceshipButton", [this, initialNick](const std::string&) {
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std::string nick = uiManager.getTextFieldValue("nicknameInput");
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if (nick.empty()) nick = initialNick;
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if (nick.empty()) nick = "Player";
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enterGameplay();
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if (onSingleplayerPressed) onSingleplayerPressed(nick, 0);
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});
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uiManager.setButtonCallback("cargoshipButton", [this, initialNick](const std::string&) {
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std::string nick = uiManager.getTextFieldValue("nicknameInput");
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if (nick.empty()) nick = initialNick;
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if (nick.empty()) nick = "Player";
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enterGameplay();
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if (onSingleplayerPressed) onSingleplayerPressed(nick, 1);
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});
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uiManager.setButtonCallback("backButton", [this](const std::string&) {
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enterMainMenu();
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});
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}
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// ── State: ShipSelectionMulti ─────────────────────────────────────────────
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void MenuManager::enterShipSelectionMulti()
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{
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state = GameState::ShipSelectionMulti;
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uiManager.replaceRoot(shipSelectionRoot);
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std::string initialNick;
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#ifdef EMSCRIPTEN
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char* savedNickC = emscripten_run_script_string("localStorage.getItem('spacegame_nick') || ''");
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if (savedNickC) {
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initialNick = savedNickC;
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free(savedNickC);
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}
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#endif
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auto tf = uiManager.findTextField("nicknameInput");
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if (tf) {
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if (!initialNick.empty()) tf->text = initialNick;
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#ifdef EMSCRIPTEN
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uiManager.setTextFieldCallback("nicknameInput", [](const std::string&, const std::string& value) {
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EM_ASM_({
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try { localStorage.setItem('spacegame_nick', UTF8ToString($0)); } catch(e) {}
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}, value.c_str());
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});
|
||||
#endif
|
||||
}
|
||||
|
||||
uiManager.setButtonCallback("spaceshipButton", [this, initialNick](const std::string&) {
|
||||
std::string nick = uiManager.getTextFieldValue("nicknameInput");
|
||||
if (nick.empty()) nick = initialNick;
|
||||
if (nick.empty()) nick = "Player";
|
||||
pendingMultiNick = nick;
|
||||
pendingMultiShipType = 0;
|
||||
enterConnecting();
|
||||
if (onMultiplayerPressed) onMultiplayerPressed(nick, 0);
|
||||
});
|
||||
|
||||
uiManager.setButtonCallback("cargoshipButton", [this, initialNick](const std::string&) {
|
||||
std::string nick = uiManager.getTextFieldValue("nicknameInput");
|
||||
if (nick.empty()) nick = initialNick;
|
||||
if (nick.empty()) nick = "Player";
|
||||
pendingMultiNick = nick;
|
||||
pendingMultiShipType = 1;
|
||||
enterConnecting();
|
||||
if (onMultiplayerPressed) onMultiplayerPressed(nick, 1);
|
||||
});
|
||||
|
||||
uiManager.setButtonCallback("backButton", [this](const std::string&) {
|
||||
enterMainMenu();
|
||||
});
|
||||
}
|
||||
|
||||
// ── State: Connecting ────────────────────────────────────────────────────
|
||||
|
||||
void MenuManager::enterConnecting()
|
||||
{
|
||||
state = GameState::Connecting;
|
||||
uiManager.replaceRoot(connectingRoot);
|
||||
// No interactive elements — just a static "Connecting..." image
|
||||
}
|
||||
|
||||
// ── State: ConnectionFailed ───────────────────────────────────────────────
|
||||
|
||||
void MenuManager::enterConnectionFailed()
|
||||
{
|
||||
state = GameState::ConnectionFailed;
|
||||
uiManager.replaceRoot(connectionFailedRoot);
|
||||
|
||||
uiManager.setButtonCallback("connectionFailedReconnectButton", [this](const std::string&) {
|
||||
enterConnecting();
|
||||
if (onMultiplayerPressed) onMultiplayerPressed(pendingMultiNick, pendingMultiShipType);
|
||||
});
|
||||
|
||||
uiManager.setButtonCallback("connectionFailedGoBack", [this](const std::string&) {
|
||||
enterMainMenu();
|
||||
});
|
||||
}
|
||||
|
||||
// ── State: Gameplay ──────────────────────────────────────────────────────
|
||||
|
||||
void MenuManager::enterGameplay()
|
||||
{
|
||||
void MenuManager::enterGameplay() {
|
||||
state = GameState::Gameplay;
|
||||
uiManager.replaceRoot(gameplayRoot);
|
||||
uiManager.replaceRoot(ingameRoot);
|
||||
|
||||
if (Environment::shipState.shipType == 1)
|
||||
{
|
||||
uiManager.findButton("shootButton")->state = ButtonState::Disabled;
|
||||
uiManager.findButton("shootButton2")->state = ButtonState::Disabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Environment::shipState.velocity < 0.1)
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Disabled;
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("shootButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("shootButton2")->state = ButtonState::Normal;
|
||||
uiManager.setNodeVisible("inventory_items_panel", false);
|
||||
uiManager.setNodeVisible("close_inventory_button", false);
|
||||
inventoryOpen = false;
|
||||
|
||||
uiManager.setTextButtonCallback("inventory_button", [this](const std::string&) {
|
||||
std::cout << "[UI] Inventory button clicked" << std::endl;
|
||||
uiManager.setNodeVisible("inventory_items_panel", true);
|
||||
uiManager.setNodeVisible("close_inventory_button", true);
|
||||
inventoryOpen = true;
|
||||
|
||||
const auto& items = inventory->getItems();
|
||||
std::string itemText;
|
||||
if (items.empty()) {
|
||||
itemText = "Inventory (Empty)";
|
||||
}
|
||||
else if (Environment::shipState.velocity >= 0.1 && Environment::shipState.velocity <= 200)
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("shootButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("shootButton2")->state = ButtonState::Normal;
|
||||
else {
|
||||
itemText = "Inventory (" + std::to_string(items.size()) + " items)\n\n";
|
||||
for (size_t i = 0; i < items.size(); ++i) {
|
||||
itemText += std::to_string(i + 1) + ". " + items[i].name + "\n";
|
||||
}
|
||||
}
|
||||
else if (Environment::shipState.velocity > 200 && Environment::shipState.velocity < 400 - 0.1)
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("shootButton")->state = ButtonState::Disabled;
|
||||
uiManager.findButton("shootButton2")->state = ButtonState::Disabled;
|
||||
}
|
||||
else if (Environment::shipState.velocity >= 400 - 0.1)
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Normal;
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Disabled;
|
||||
uiManager.findButton("shootButton")->state = ButtonState::Disabled;
|
||||
uiManager.findButton("shootButton2")->state = ButtonState::Disabled;
|
||||
}
|
||||
}
|
||||
|
||||
if (forceSetupSpaceUICallback)
|
||||
{
|
||||
forceSetupSpaceUICallback();
|
||||
}
|
||||
|
||||
if (auto btn = uiManager.findButton("takeButton")) btn->state = ButtonState::Disabled;
|
||||
if (auto btn = uiManager.findButton("showPlayersButton"))
|
||||
{
|
||||
btn->state = ButtonState::Disabled;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
uiManager.setButtonPressCallback("shootButton", [this](const std::string&) {
|
||||
if (onFirePressed) onFirePressed();
|
||||
});
|
||||
uiManager.setButtonPressCallback("shootButton2", [this](const std::string&) {
|
||||
if (onFirePressed) onFirePressed();
|
||||
});
|
||||
uiManager.setButtonPressCallback("plusButton", [this](const std::string&) {
|
||||
int newVel = Environment::shipState.selectedVelocity + 1;
|
||||
if (newVel > 4) newVel = 4;
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Normal;
|
||||
if (newVel == 4)
|
||||
{
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Disabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Normal;
|
||||
}
|
||||
if (onVelocityChanged) onVelocityChanged(newVel);
|
||||
});
|
||||
uiManager.setButtonPressCallback("minusButton", [this](const std::string&) {
|
||||
int newVel = Environment::shipState.selectedVelocity - 1;
|
||||
if (newVel < 0) newVel = 0;
|
||||
uiManager.findButton("plusButton")->state = ButtonState::Normal;
|
||||
if (newVel == 0)
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Disabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
uiManager.findButton("minusButton")->state = ButtonState::Normal;
|
||||
}
|
||||
if (onVelocityChanged) onVelocityChanged(newVel);
|
||||
uiManager.setText("inventory_items_text", itemText);
|
||||
});
|
||||
|
||||
uiManager.setButtonPressCallback("takeButton", [this](const std::string&) {
|
||||
if (onTakeButtonPressed) onTakeButtonPressed();
|
||||
uiManager.setTextButtonCallback("close_inventory_button", [this](const std::string&) {
|
||||
std::cout << "[UI] Close button clicked" << std::endl;
|
||||
uiManager.setNodeVisible("inventory_items_panel", false);
|
||||
uiManager.setNodeVisible("close_inventory_button", false);
|
||||
inventoryOpen = false;
|
||||
});
|
||||
|
||||
uiManager.setButtonCallback("showPlayersButton", [this](const std::string&) {
|
||||
if (onShowPlayersPressed) onShowPlayersPressed();
|
||||
});
|
||||
|
||||
uiManager.setButtonPressCallback("inverseMouseButton", [this](const std::string&) {
|
||||
inverseVertical = !inverseVertical;
|
||||
std::cout << "Inverse mouse: " << (inverseVertical ? "ON" : "OFF") << std::endl;
|
||||
});
|
||||
|
||||
uiManager.setButtonCallback("infoButton", [this](const std::string&) {
|
||||
//if (onShowPlayersPressed) onShowPlayersPressed();
|
||||
enterHelp();
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
// ── State: GameOver ──────────────────────────────────────────────────────
|
||||
|
||||
void MenuManager::enterGameOver(int score)
|
||||
{
|
||||
state = GameState::GameOver;
|
||||
uiManager.replaceRoot(gameOverRoot);
|
||||
|
||||
uiManager.setText("scoreText", "Score: " + std::to_string(score));
|
||||
|
||||
uiManager.setButtonCallback("restartButton", [this](const std::string&) {
|
||||
if (onRestartPressed) onRestartPressed();
|
||||
enterGameplay();
|
||||
});
|
||||
uiManager.setButtonCallback("gameOverExitButton", [this](const std::string&) {
|
||||
enterMainMenu();
|
||||
uiManager.setTextButtonCallback("quest_journal_button", [this](const std::string&) {
|
||||
openQuestJournal();
|
||||
});
|
||||
}
|
||||
|
||||
void MenuManager::enterHelp()
|
||||
{
|
||||
state = GameState::HelpScreen;
|
||||
uiManager.replaceRoot(helpScreenRoot);
|
||||
void MenuManager::openQuestJournal() {
|
||||
if (inventoryOpen) {
|
||||
uiManager.setNodeVisible("inventory_items_panel", false);
|
||||
uiManager.setNodeVisible("close_inventory_button", false);
|
||||
inventoryOpen = false;
|
||||
}
|
||||
|
||||
uiManager.setButtonCallback("infoButtonUnderlying_help", [this](const std::string&) {
|
||||
enterGameplay();
|
||||
state = GameState::QuestJournal;
|
||||
uiManager.pushMenuFromSavedRoot(questJournalRoot);
|
||||
|
||||
uiManager.setTextButtonCallback("quest_close_button", [this](const std::string&) {
|
||||
closeQuestJournal();
|
||||
});
|
||||
|
||||
for (int i = 0; i < 9; ++i) {
|
||||
const std::string slotName = "quest_slot_" + std::to_string(i);
|
||||
uiManager.setTextButtonCallback(slotName, [this, i](const std::string&) {
|
||||
selectQuestByIndex(i);
|
||||
});
|
||||
}
|
||||
|
||||
refreshQuestJournalUi();
|
||||
if (!visibleQuestIds.empty()) {
|
||||
selectQuestByIndex(0);
|
||||
}
|
||||
}
|
||||
|
||||
// ── State: ConnectionLost ─────────────────────────────────────────────────
|
||||
void MenuManager::closeQuestJournal() {
|
||||
state = GameState::Gameplay;
|
||||
selectedQuestIndex = -1;
|
||||
visibleQuestIds.clear();
|
||||
uiManager.popMenu();
|
||||
}
|
||||
|
||||
void MenuManager::enterConnectionLost()
|
||||
{
|
||||
state = GameState::ConnectionLost;
|
||||
uiManager.replaceRoot(connectionLostRoot);
|
||||
void MenuManager::toggleQuestJournal() {
|
||||
std::cout << "[quest] toggleQuestJournal: " << (isQuestJournalOpen() ? "closing" : "opening") << std::endl;
|
||||
if (isQuestJournalOpen()) {
|
||||
closeQuestJournal();
|
||||
}
|
||||
else {
|
||||
openQuestJournal();
|
||||
}
|
||||
}
|
||||
|
||||
uiManager.setButtonCallback("reconnectButton", [this](const std::string&) {
|
||||
enterConnecting();
|
||||
if (onMultiplayerPressed) onMultiplayerPressed(pendingMultiNick, pendingMultiShipType);
|
||||
void MenuManager::refreshQuestJournalUi() {
|
||||
visibleQuestIds.clear();
|
||||
auto quests = questJournal.getVisibleQuests();
|
||||
|
||||
std::sort(quests.begin(), quests.end(), [](const Quest::QuestState* a, const Quest::QuestState* b) {
|
||||
const int pa = questStatusPriority(a->status);
|
||||
const int pb = questStatusPriority(b->status);
|
||||
if (pa != pb) return pa < pb;
|
||||
return a->orderIndex > b->orderIndex;
|
||||
});
|
||||
uiManager.setButtonCallback("exitServerButton", [this](const std::string&) {
|
||||
enterMainMenu();
|
||||
});
|
||||
}
|
||||
|
||||
// ── Public event API ──────────────────────────────────────────────────────
|
||||
for (int i = 0; i < 9; ++i) {
|
||||
const std::string slotName = "quest_slot_" + std::to_string(i);
|
||||
|
||||
void MenuManager::notifyConnected()
|
||||
{
|
||||
if (state == GameState::Connecting) {
|
||||
enterGameplay();
|
||||
if (i < static_cast<int>(quests.size())) {
|
||||
const auto* quest = quests[i];
|
||||
visibleQuestIds.push_back(quest->definition.id);
|
||||
|
||||
const bool selected = (i == selectedQuestIndex);
|
||||
const std::string prefix = selected ? "> " : " ";
|
||||
uiManager.setTextButtonText(slotName, prefix + quest->definition.title);
|
||||
uiManager.setTextButtonColor(slotName, questStatusColor(quest->status));
|
||||
uiManager.setNodeVisible(slotName, true);
|
||||
}
|
||||
else {
|
||||
uiManager.setTextButtonText(slotName, "");
|
||||
uiManager.setNodeVisible(slotName, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MenuManager::notifyConnectionFailed()
|
||||
{
|
||||
if (state == GameState::Connecting) {
|
||||
enterConnectionFailed();
|
||||
void MenuManager::selectQuestByIndex(int index) {
|
||||
if (index < 0 || index >= static_cast<int>(visibleQuestIds.size())) {
|
||||
return;
|
||||
}
|
||||
|
||||
selectedQuestIndex = index;
|
||||
Quest::QuestState* quest = questJournal.findQuest(visibleQuestIds[index]);
|
||||
if (!quest) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& def = quest->definition;
|
||||
|
||||
uiManager.setText("quest_middle_title_text", def.title);
|
||||
uiManager.setTextColor("quest_middle_title_text", questStatusColor(quest->status));
|
||||
|
||||
const std::string meta = std::string("Category: ") + Quest::toString(def.category)
|
||||
+ " | Status: " + Quest::toString(quest->status)
|
||||
+ " | Level: " + std::to_string(def.recommendedLevel);
|
||||
uiManager.setText("quest_meta_text", meta);
|
||||
|
||||
std::string objectivesText;
|
||||
for (size_t i = 0; i < def.objectives.size(); ++i) {
|
||||
const auto& obj = def.objectives[i];
|
||||
const bool isActive = static_cast<int>(i) == quest->activeObjectiveIndex;
|
||||
const std::string mark = obj.completed ? "[x] " : (isActive ? "> [ ] " : "[ ] ");
|
||||
objectivesText += mark + obj.text;
|
||||
if (i + 1 < def.objectives.size()) {
|
||||
objectivesText += "\n";
|
||||
}
|
||||
}
|
||||
uiManager.setText("quest_objectives_text", objectivesText);
|
||||
|
||||
uiManager.setText("quest_lore_title_text", "Описание задания");
|
||||
uiManager.setText("quest_description_text", def.description);
|
||||
|
||||
refreshQuestJournalUi();
|
||||
}
|
||||
|
||||
void MenuManager::showGameOver(int score)
|
||||
{
|
||||
if (state == GameState::Gameplay) {
|
||||
enterGameOver(score);
|
||||
}
|
||||
}
|
||||
|
||||
void MenuManager::showConnectionLost()
|
||||
{
|
||||
if (state == GameState::Gameplay) {
|
||||
enterConnectionLost();
|
||||
}
|
||||
}*/
|
||||
|
||||
} // namespace ZL
|
||||
} // namespace ZL
|
||||
+27
-62
@@ -3,86 +3,51 @@
|
||||
#include "Environment.h"
|
||||
#include "render/TextureManager.h"
|
||||
#include "UiManager.h"
|
||||
#include "items/Item.h"
|
||||
#include "quest/QuestJournal.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <memory>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
extern const char* CONST_ZIP_FILE;
|
||||
|
||||
enum class GameState {
|
||||
MainMenu,
|
||||
AboutMenu,
|
||||
ShipSelectionSingle,
|
||||
ShipSelectionMulti,
|
||||
Connecting,
|
||||
ConnectionFailed,
|
||||
Gameplay,
|
||||
GameOver,
|
||||
HelpScreen,
|
||||
ConnectionLost
|
||||
QuestJournal
|
||||
};
|
||||
|
||||
class MenuManager {
|
||||
protected:
|
||||
Renderer& renderer;
|
||||
/*
|
||||
// Pre-loaded UI roots (loaded once in setupMenu)
|
||||
std::shared_ptr<UiNode> mainMenuRoot;
|
||||
std::shared_ptr<UiNode> aboutMenuRoot;
|
||||
std::shared_ptr<UiNode> shipSelectionRoot;
|
||||
std::shared_ptr<UiNode> connectingRoot;
|
||||
std::shared_ptr<UiNode> connectionFailedRoot;
|
||||
std::shared_ptr<UiNode> gameplayRoot;
|
||||
std::shared_ptr<UiNode> gameOverRoot;
|
||||
std::shared_ptr<UiNode> helpScreenRoot;
|
||||
std::shared_ptr<UiNode> connectionLostRoot;
|
||||
|
||||
// Stored for multiplayer retry
|
||||
std::string pendingMultiNick;
|
||||
int pendingMultiShipType = 0;
|
||||
|
||||
GameState state = GameState::MainMenu;
|
||||
|
||||
// State transition methods
|
||||
void enterMainMenu();
|
||||
void enterAboutMenu();
|
||||
void enterShipSelectionSingle();
|
||||
void enterShipSelectionMulti();
|
||||
void enterConnecting();
|
||||
void enterConnectionFailed();
|
||||
void enterGameplay();
|
||||
void enterGameOver(int score);
|
||||
void enterHelp();
|
||||
void enterConnectionLost();
|
||||
*/
|
||||
public:
|
||||
UiManager uiManager;
|
||||
ZL::Quest::QuestJournal questJournal;
|
||||
|
||||
MenuManager(Renderer& iRenderer);
|
||||
|
||||
//void setupMenu();
|
||||
void setup(Inventory& inv, const std::string& zipFile);
|
||||
void openQuestJournal();
|
||||
void closeQuestJournal();
|
||||
void toggleQuestJournal();
|
||||
bool isQuestJournalOpen() const { return state == GameState::QuestJournal; }
|
||||
|
||||
/*
|
||||
// Returns true for states where Space should render and run (Gameplay, GameOver, ConnectionLost)
|
||||
bool shouldRenderSpace() const;
|
||||
GameState getState() const { return state; }
|
||||
protected:
|
||||
Renderer& renderer;
|
||||
|
||||
// Called by game events
|
||||
void showGameOver(int score);
|
||||
void showConnectionLost();
|
||||
void notifyConnected();
|
||||
void notifyConnectionFailed();
|
||||
private:
|
||||
void enterGameplay();
|
||||
void refreshQuestJournalUi();
|
||||
void selectQuestByIndex(int index);
|
||||
|
||||
// Callbacks set by Game/Space
|
||||
std::function<void()> onMainMenuEntered;
|
||||
std::function<void()> onRestartPressed;
|
||||
std::function<void(float)> onVelocityChanged;
|
||||
std::function<void()> onFirePressed;
|
||||
std::function<void()> onTakeButtonPressed;
|
||||
std::function<void(const std::string&, int)> onSingleplayerPressed;
|
||||
std::function<void(const std::string&, int)> onMultiplayerPressed;
|
||||
std::function<void()> onShowPlayersPressed;
|
||||
GameState state = GameState::Gameplay;
|
||||
Inventory* inventory = nullptr;
|
||||
|
||||
std::function<void()> forceSetupSpaceUICallback;*/
|
||||
std::shared_ptr<UiNode> ingameRoot;
|
||||
std::shared_ptr<UiNode> questJournalRoot;
|
||||
|
||||
bool inventoryOpen = false;
|
||||
int selectedQuestIndex = -1;
|
||||
std::vector<std::string> visibleQuestIds;
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
} // namespace ZL
|
||||
Reference in new issue
Block a user