veloren/voxygen/src/hud/diary.rs
Sam 986c05621a Wired up skill UI to check for prerequisites being met and sufficient skill points.
available SP check in general HUD, more skill icons

Trimmed 2000 lines from a file.

UI tweaks
2021-01-19 08:07:45 -05:00

2818 lines
104 KiB
Rust

use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::{ItemImgs, ItemKey::Tool},
Show, CRITICAL_HP_COLOR, HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN, XP_COLOR,
};
use crate::{
i18n::Localization,
ui::{fonts::Fonts, ImageFrame, Tooltip, TooltipManager, Tooltipable},
};
use conrod_core::{
color,
image::Id,
widget::{self, button, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget, WidgetCommon,
};
use client::{self, Client};
use common::comp::{
item::tool::ToolKind,
skills::{self, Skill},
Stats,
};
use inline_tweak::*;
widget_ids! {
pub struct Ids {
frame,
bg,
icon,
close,
title,
content_align,
exp_bar_bg,
exp_bar_frame,
exp_bar_content_align,
exp_bar_content,
exp_bar_rank,
exp_bar_txt,
tree_title_txt,
lock_imgs[],
available_pts_txt,
weapon_imgs[],
weapon_btns[],
skills_top_l_align,
skills_top_r_align,
skills_bot_l_align,
skills_bot_r_align,
skills_top_l[],
skills_top_r[],
skills_bot_l[],
skills_bot_r[],
sword_render,
skill_sword_combo_0,
skill_sword_combo_1,
skill_sword_combo_2,
skill_sword_combo_3,
skill_sword_dash_0,
skill_sword_dash_1,
skill_sword_dash_2,
skill_sword_dash_3,
skill_sword_dash_4,
skill_sword_dash_5,
skill_sword_spin_0,
skill_sword_spin_1,
skill_sword_spin_2,
skill_sword_spin_3,
skill_sword_spin_4,
skill_sword_passive_0,
axe_render,
skill_axe_combo_0,
skill_axe_combo_1,
skill_axe_combo_2,
skill_axe_combo_3,
skill_axe_spin_0,
skill_axe_spin_1,
skill_axe_spin_2,
skill_axe_spin_3,
skill_axe_spin_4,
skill_axe_leap_0,
skill_axe_leap_1,
skill_axe_leap_2,
skill_axe_leap_3,
skill_axe_leap_4,
hammer_render,
skill_hammer_combo_0,
skill_hammer_combo_1,
skill_hammer_combo_2,
skill_hammer_combo_3,
skill_hammer_charged_0,
skill_hammer_charged_1,
skill_hammer_charged_2,
skill_hammer_charged_3,
skill_hammer_leap_0,
skill_hammer_leap_1,
skill_hammer_leap_2,
skill_hammer_leap_3,
skill_hammer_leap_4,
skill_hammer_leap_5,
bow_render,
skill_bow_basic_0,
skill_bow_basic_1,
skill_bow_charged_0,
skill_bow_charged_1,
skill_bow_charged_2,
skill_bow_charged_3,
skill_bow_charged_4,
skill_bow_charged_5,
skill_bow_repeater_0,
skill_bow_repeater_1,
skill_bow_repeater_2,
skill_bow_repeater_3,
skill_bow_repeater_4,
skill_bow_passive_0,
staff_render,
skill_staff_basic_0,
skill_staff_basic_1,
skill_staff_basic_2,
skill_staff_basic_3,
skill_staff_beam_0,
skill_staff_beam_1,
skill_staff_beam_2,
skill_staff_beam_3,
skill_staff_shockwave_0,
skill_staff_shockwave_1,
skill_staff_shockwave_2,
skill_staff_shockwave_3,
skill_staff_shockwave_4,
sceptre_render,
skill_sceptre_beam_0,
skill_sceptre_beam_1,
skill_sceptre_beam_2,
skill_sceptre_beam_3,
skill_sceptre_beam_4,
skill_sceptre_beam_5,
skill_sceptre_bomb_0,
skill_sceptre_bomb_1,
skill_sceptre_bomb_2,
skill_sceptre_bomb_3,
skill_sceptre_bomb_4,
general_combat_render_0,
general_combat_render_1,
skill_general_stat_0,
skill_general_stat_1,
skill_general_tree_0,
skill_general_tree_1,
skill_general_tree_2,
skill_general_tree_3,
skill_general_tree_4,
skill_general_tree_5,
skill_general_roll_0,
skill_general_roll_1,
skill_general_roll_2,
skill_general_roll_3,
}
}
#[derive(WidgetCommon)]
pub struct Diary<'a> {
show: &'a Show,
_client: &'a Client,
stats: &'a Stats,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
pulse: f32,
#[conrod(common_builder)]
common: widget::CommonBuilder,
created_btns_top_l: usize,
created_btns_top_r: usize,
created_btns_bot_l: usize,
created_btns_bot_r: usize,
hovering_exp_bar: bool,
}
impl<'a> Diary<'a> {
pub fn new(
show: &'a Show,
_client: &'a Client,
stats: &'a Stats,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
pulse: f32,
) -> Self {
Self {
show,
_client,
stats,
imgs,
item_imgs,
fonts,
localized_strings,
rot_imgs,
tooltip_manager,
pulse,
common: widget::CommonBuilder::default(),
created_btns_top_l: 0,
created_btns_top_r: 0,
created_btns_bot_l: 0,
created_btns_bot_r: 0,
hovering_exp_bar: false,
}
}
}
/*pub struct State {
ids: Ids,
}*/
/*pub enum DiaryTab {
SkillTrees,
Achievements,
}*/
pub type SelectedSkillTree = skills::SkillGroupType;
const TREES: [&str; 7] = [
"General Combat",
"Sword",
"Hammer",
"Axe",
"Sceptre",
"Bow",
"Fire Staff",
];
pub enum Event {
Close,
ChangeSkillTree(SelectedSkillTree),
UnlockSkill(Skill),
}
impl<'a> Widget for Diary<'a> {
type Event = Vec<Event>;
type State = Ids;
type Style = ();
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State { Ids::new(id_gen) }
#[allow(clippy::unused_unit)] // TODO: Pending review in #587
fn style(&self) -> Self::Style { () }
fn update(mut self, args: widget::UpdateArgs<Self>) -> Self::Event {
let widget::UpdateArgs {
id: _, state, ui, ..
} = args;
let mut events = Vec::new();
// Tooltips
let diary_tooltip = Tooltip::new({
// Edge images [t, b, r, l]
// Corner images [tr, tl, br, bl]
let edge = &self.rot_imgs.tt_side;
let corner = &self.rot_imgs.tt_corner;
ImageFrame::new(
[edge.cw180, edge.none, edge.cw270, edge.cw90],
[corner.none, corner.cw270, corner.cw90, corner.cw180],
Color::Rgba(0.08, 0.07, 0.04, 1.0),
5.0,
)
})
.title_font_size(self.fonts.cyri.scale(15))
.parent(ui.window)
.desc_font_size(self.fonts.cyri.scale(12))
.font_id(self.fonts.cyri.conrod_id)
.desc_text_color(TEXT_COLOR);
let sel_tab = &self.show.skilltreetab;
let frame_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8; //Animation timer
// Frame
Image::new(self.imgs.diary_bg)
.w_h(1202.0, 886.0)
.mid_top_with_margin_on(ui.window, 5.0)
.color(Some(UI_MAIN))
.set(state.bg, ui);
Image::new(self.imgs.diary_frame)
.w_h(1202.0, 886.0)
.middle_of(state.bg)
.color(Some(UI_HIGHLIGHT_0))
.set(state.frame, ui);
// Icon
Image::new(self.imgs.spellbook_button)
.w_h(30.0, 27.0)
.top_left_with_margins_on(state.frame, 8.0, 8.0)
.set(state.icon, ui);
// X-Button
if Button::image(self.imgs.close_button)
.w_h(24.0, 25.0)
.hover_image(self.imgs.close_btn_hover)
.press_image(self.imgs.close_btn_press)
.top_right_with_margins_on(state.frame, 0.0, 0.0)
.set(state.close, ui)
.was_clicked()
{
events.push(Event::Close);
}
// Title
Text::new(&self.localized_strings.get("hud.diary"))
.mid_top_with_margin_on(state.frame, 3.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(29))
.color(TEXT_COLOR)
.set(state.title, ui);
// Content Alignment
Rectangle::fill_with([599.0 * 2.0, 419.0 * 2.0], color::TRANSPARENT)
.mid_top_with_margin_on(state.frame, 46.0)
.set(state.content_align, ui);
// Contents
// Skill Trees
// Skill Tree Selection
state.update(|s| {
s.weapon_btns
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.weapon_imgs
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.lock_imgs
.resize(TREES.len(), &mut ui.widget_id_generator())
});
for i in TREES.iter().copied().enumerate() {
let locked = !skill_tree_from_str(i.1)
.map_or(false, |st| self.stats.skill_set.contains_skill_group(st));
// Background weapon image
let img = Image::new(match i.1 {
"General Combat" => self.imgs.swords_crossed,
"Sword" => self.imgs.sword,
"Hammer" => self.imgs.hammer,
"Axe" => self.imgs.axe,
"Sceptre" => self.imgs.sceptre,
"Bow" => self.imgs.bow,
"Fire Staff" => self.imgs.staff,
_ => self.imgs.nothing,
});
let img = if i.0 == 0 {
img.top_left_with_margins_on(state.content_align, tweak!(10.0), tweak!(5.0))
} else {
img.down_from(state.weapon_btns[i.0 - 1], tweak!(5.0))
};
let tooltip_txt = if !locked { "" } else { "Not yet unlocked" };
img.w_h(tweak!(50.0), tweak!(50.0))
.set(state.weapon_imgs[i.0], ui);
// Lock Image
if locked {
Image::new(self.imgs.lock)
.w_h(50.0, 50.0)
.middle_of(state.weapon_imgs[i.0])
.graphics_for(state.weapon_imgs[i.0])
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(0.8))))
.set(state.lock_imgs[i.0], ui);
}
// Weapon icons
let available_pts = skill_tree_from_str(i.1)
.map(|st| {
(
st,
self.stats.skill_set.get_available_sp(st),
self.stats.skill_set.get_earned_sp(st),
)
})
.map_or(false, |(st, a_pts, e_pts)| {
a_pts > 0 && (e_pts - a_pts) < st.get_max_skill_points()
});
if Button::image(
if skill_tree_from_str(i.1).map_or(false, |st| st == *sel_tab || available_pts) {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border
},
)
.w_h(tweak!(50.0), tweak!(50.0))
.hover_image(match skill_tree_from_str(i.1).map(|st| st == *sel_tab) {
Some(true) => self.imgs.wpn_icon_border_pressed,
Some(false) => self.imgs.wpn_icon_border_mo,
None => self.imgs.wpn_icon_border,
})
.press_image(match skill_tree_from_str(i.1).map(|st| st == *sel_tab) {
Some(true) => self.imgs.wpn_icon_border_pressed,
Some(false) => self.imgs.wpn_icon_border_press,
None => self.imgs.wpn_icon_border,
})
.middle_of(state.weapon_imgs[i.0])
.image_color(
if skill_tree_from_str(i.1).map_or(false, |st| st != *sel_tab && available_pts) {
Color::Rgba(0.92, 0.76, 0.0, frame_ani)
} else {
TEXT_COLOR
},
)
.with_tooltip(
self.tooltip_manager,
i.1,
&tooltip_txt,
&diary_tooltip,
TEXT_COLOR,
)
.set(state.weapon_btns[i.0], ui)
.was_clicked()
{
events.push(skill_tree_from_str(i.1).map_or(Event::Close, Event::ChangeSkillTree))
}
}
// Exp Bars and Rank Display
let current_exp = self.stats.skill_set.get_experience(*sel_tab) as f64;
let max_exp = sel_tab.skill_point_cost() as f64;
let exp_percentage = current_exp / max_exp;
let rank = self.stats.skill_set.get_earned_sp(*sel_tab);
let rank_txt = format!("{}", rank);
let exp_txt = format!("{}/{}", current_exp, max_exp);
let available_pts = self.stats.skill_set.get_available_sp(*sel_tab);
let available_pts_txt = format!("{} SP available!", available_pts);
Image::new(self.imgs.diary_exp_bg)
.w_h(480.0, 76.0)
.mid_bottom_with_margin_on(state.content_align, tweak!(10.0))
.set(state.exp_bar_bg, ui);
Rectangle::fill_with([400.0, 40.0], color::TRANSPARENT)
.top_left_with_margins_on(state.exp_bar_bg, 32.0, 40.0)
.set(state.exp_bar_content_align, ui);
Image::new(self.imgs.bar_content)
.w_h(400.0 * exp_percentage, 40.0)
.top_left_with_margins_on(state.exp_bar_content_align, 0.0, 0.0)
.color(Some(XP_COLOR))
.set(state.exp_bar_content, ui);
Image::new(self.imgs.diary_exp_frame)
.w_h(480.0, 76.0)
.color(Some(UI_HIGHLIGHT_0))
.middle_of(state.exp_bar_bg)
.set(state.exp_bar_frame, ui);
// Show EXP bar text on hover
self.hovering_exp_bar = ui
.widget_input(state.exp_bar_frame)
.mouse()
.map_or(false, |m| m.is_over());
if self.hovering_exp_bar {
Text::new(&exp_txt)
.mid_top_with_margin_on(state.exp_bar_frame, tweak!(47.0))
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(tweak!(14)))
.color(TEXT_COLOR)
.graphics_for(state.exp_bar_frame)
.set(state.exp_bar_txt, ui);
}
Text::new(&rank_txt)
.mid_top_with_margin_on(state.exp_bar_frame, tweak!(5.0))
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(tweak!(28)))
.color(TEXT_COLOR)
.set(state.exp_bar_rank, ui);
if available_pts > 0 {
Text::new(&available_pts_txt)
.mid_top_with_margin_on(state.content_align, tweak!(42.0))
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(tweak!(28)))
.color(Color::Rgba(0.92, 0.76, 0.0, frame_ani))
.set(state.available_pts_txt, ui);
}
let tree_title = match sel_tab {
SelectedSkillTree::General => "General Combat",
SelectedSkillTree::Weapon(ToolKind::Sword) => "Sword",
SelectedSkillTree::Weapon(ToolKind::Hammer) => "Hammer",
SelectedSkillTree::Weapon(ToolKind::Axe) => "Axe",
SelectedSkillTree::Weapon(ToolKind::Sceptre) => "Healing Sceptre",
SelectedSkillTree::Weapon(ToolKind::Bow) => "Bow",
SelectedSkillTree::Weapon(ToolKind::Staff) => "Fire Staff",
_ => "Unknown",
};
Text::new(&tree_title)
.mid_top_with_margin_on(state.content_align, tweak!(2.0))
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(tweak!(34)))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Skill Trees
// Alignment Placing
let x = tweak!(200.0);
let y = tweak!(100.0);
// Alignment rectangles for skills
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.top_left_with_margins_on(state.content_align, y, x)
.set(state.skills_top_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.top_right_with_margins_on(state.content_align, y, x)
.set(state.skills_top_r_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_left_with_margins_on(state.content_align, y, x)
.set(state.skills_bot_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_right_with_margins_on(state.content_align, y, x)
.set(state.skills_bot_r_align, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = match sel_tab {
SelectedSkillTree::General => 2,
SelectedSkillTree::Weapon(ToolKind::Sword) => 4,
SelectedSkillTree::Weapon(ToolKind::Axe) => 4,
SelectedSkillTree::Weapon(ToolKind::Hammer) => 4,
SelectedSkillTree::Weapon(ToolKind::Bow) => 2,
SelectedSkillTree::Weapon(ToolKind::Staff) => 4,
SelectedSkillTree::Weapon(ToolKind::Sceptre) => 6,
_ => 0,
};
let skills_top_r = match sel_tab {
SelectedSkillTree::General => 6,
SelectedSkillTree::Weapon(ToolKind::Sword) => 6,
SelectedSkillTree::Weapon(ToolKind::Axe) => 5,
SelectedSkillTree::Weapon(ToolKind::Hammer) => 4,
SelectedSkillTree::Weapon(ToolKind::Bow) => 6,
SelectedSkillTree::Weapon(ToolKind::Staff) => 4,
SelectedSkillTree::Weapon(ToolKind::Sceptre) => 5,
_ => 0,
};
let skills_bot_l = match sel_tab {
SelectedSkillTree::General => 4,
SelectedSkillTree::Weapon(ToolKind::Sword) => 5,
SelectedSkillTree::Weapon(ToolKind::Axe) => 5,
SelectedSkillTree::Weapon(ToolKind::Hammer) => 6,
SelectedSkillTree::Weapon(ToolKind::Bow) => 5,
SelectedSkillTree::Weapon(ToolKind::Staff) => 5,
_ => 0,
};
let skills_bot_r = match sel_tab {
SelectedSkillTree::Weapon(ToolKind::Sword) => 1,
SelectedSkillTree::Weapon(ToolKind::Bow) => 1,
_ => 0,
};
// Update widget id array len
state.update(|s| {
s.skills_top_l
.resize(skills_top_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_top_r
.resize(skills_top_r, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_bot_l
.resize(skills_bot_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_bot_r
.resize(skills_bot_r, &mut ui.widget_id_generator())
});
// Create Background Images to place skill icons on them later
// Create central skill first, others around it:
//
// 5 1 6
// 3 0 4
// 8 2 7
//
//
// TOP-LEFT Skills
while self.created_btns_top_l < skills_top_l {
let mut img = Button::image(self.imgs.wpn_icon_border).w_h(80.0, 80.0);
match self.created_btns_top_l {
0 => img = img.middle_of(state.skills_top_l_align), // Central Skill
1 => img = img.up_from(state.skills_top_l[0], 4.0), // 12:00
2 => img = img.down_from(state.skills_top_l[0], 4.0), // 6:00
3 => img = img.left_from(state.skills_top_l[0], 4.0), // 3:00
4 => img = img.right_from(state.skills_top_l[0], 4.0), // 9:00
5 => img = img.top_left_with_margins_on(state.skills_top_l[0], -84.0, -84.0), /* 10:30 */
6 => img = img.top_right_with_margins_on(state.skills_top_l[0], -84.0, -84.0), /* 1:30 */
7 => img = img.bottom_left_with_margins_on(state.skills_top_l[0], -84.0, -84.0), /* 4:30 */
8 => img = img.bottom_right_with_margins_on(state.skills_top_l[0], -84.0, -84.0), /* 7:30 */
_ => {},
}
img.set(state.skills_top_l[self.created_btns_top_l], ui);
self.created_btns_top_l += 1;
}
// TOP-RIGHT Skills
while self.created_btns_top_r < skills_top_r {
let mut img = Button::image(self.imgs.wpn_icon_border).w_h(80.0, 80.0);
match self.created_btns_top_r {
0 => img = img.middle_of(state.skills_top_r_align), // Central Skill
1 => img = img.up_from(state.skills_top_r[0], 4.0), // 12:00
2 => img = img.down_from(state.skills_top_r[0], 4.0), // 6:00
3 => img = img.left_from(state.skills_top_r[0], 4.0), // 3:00
4 => img = img.right_from(state.skills_top_r[0], 4.0), // 9:00
5 => img = img.top_left_with_margins_on(state.skills_top_r[0], -84.0, -84.0), /* 10:30 */
6 => img = img.top_right_with_margins_on(state.skills_top_r[0], -84.0, -84.0), /* 1:30 */
7 => img = img.bottom_left_with_margins_on(state.skills_top_r[0], -84.0, -84.0), /* 4:30 */
8 => img = img.bottom_right_with_margins_on(state.skills_top_r[0], -84.0, -84.0), /* 7:30 */
_ => {},
}
img.set(state.skills_top_r[self.created_btns_top_r], ui);
self.created_btns_top_r += 1;
}
// BOTTOM-LEFT Skills
while self.created_btns_bot_l < skills_bot_l {
let mut img = Button::image(self.imgs.wpn_icon_border).w_h(80.0, 80.0);
match self.created_btns_bot_l {
0 => img = img.middle_of(state.skills_bot_l_align), // Central Skill
1 => img = img.up_from(state.skills_bot_l[0], 4.0), // 12:00
2 => img = img.down_from(state.skills_bot_l[0], 4.0), // 6:00
3 => img = img.left_from(state.skills_bot_l[0], 4.0), // 3:00
4 => img = img.right_from(state.skills_bot_l[0], 4.0), // 9:00
5 => img = img.top_left_with_margins_on(state.skills_bot_l[0], -84.0, -84.0), /* 10:30 */
6 => img = img.top_right_with_margins_on(state.skills_bot_l[0], -84.0, -84.0), /* 1:30 */
7 => img = img.bottom_left_with_margins_on(state.skills_bot_l[0], -84.0, -84.0), /* 4:30 */
8 => img = img.bottom_right_with_margins_on(state.skills_bot_l[0], -84.0, -84.0), /* 7:30 */
_ => {},
}
img.set(state.skills_bot_l[self.created_btns_bot_l], ui);
self.created_btns_bot_l += 1;
}
// BOTTOM-RIGHT Skills
while self.created_btns_bot_r < skills_bot_r {
let mut btn = Image::new(self.imgs.wpn_icon_border).w_h(80.0, 80.0);
match self.created_btns_bot_r {
0 => btn = btn.middle_of(state.skills_bot_r_align), // Central Skill
1 => btn = btn.up_from(state.skills_bot_r[0], 4.0), // 12:00
2 => btn = btn.down_from(state.skills_bot_r[0], 4.0), // 6:00
3 => btn = btn.left_from(state.skills_bot_r[0], 4.0), // 3:00
4 => btn = btn.right_from(state.skills_bot_r[0], 4.0), // 9:00
5 => btn = btn.top_left_with_margins_on(state.skills_bot_r[0], -84.0, -84.0), /* 10:30 */
6 => btn = btn.top_right_with_margins_on(state.skills_bot_r[0], -84.0, -84.0), /* 1:30 */
7 => btn = btn.bottom_left_with_margins_on(state.skills_bot_r[0], -84.0, -84.0), /* 4:30 */
8 => btn = btn.bottom_right_with_margins_on(state.skills_bot_r[0], -84.0, -84.0), /* 7:30 */
_ => {},
}
btn.set(state.skills_bot_r[self.created_btns_bot_r], ui);
self.created_btns_bot_r += 1;
}
// Skill-Icons and Functionality
// Art dimensions
let art_size = [tweak!(320.0), tweak!(320.0)];
match sel_tab {
SelectedSkillTree::General => {
use skills::{GeneralSkill::*, RollSkill::*, SkillGroupType::*};
use ToolKind::*;
// General Combat
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_general_combat_left".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.general_combat_render_0, ui);
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_general_combat_right".to_string())),
)
.wh(art_size)
.middle_of(state.general_combat_render_0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.general_combat_render_1, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::General(HealthIncrease);
if create_skill_button(
self.imgs.health_plus_skill,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Increase Health",
"Increases health",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_stat_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::General(EnergyIncrease);
if create_skill_button(
self.imgs.stamina_plus_skill,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Increase Energy",
"Increases energy",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_stat_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::UnlockGroup(Weapon(Sword));
if create_skill_button(
self.imgs.unlock_sword_skill,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Sword",
"Unlocks sword skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::UnlockGroup(Weapon(Axe));
if create_skill_button(
self.imgs.unlock_axe_skill,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Axe",
"Unlocks axe skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::UnlockGroup(Weapon(Hammer));
if create_skill_button(
self.imgs.unlock_hammer_skill,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Hammer",
"Unlocks hammer skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::UnlockGroup(Weapon(Bow));
if create_skill_button(
self.imgs.unlock_bow_skill,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Bow",
"Unlocks bow skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::UnlockGroup(Weapon(Staff));
if create_skill_button(
self.imgs.unlock_staff_skill0,
state.skills_top_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Staff",
"Unlocks staff skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::UnlockGroup(Weapon(Sceptre));
if create_skill_button(
self.imgs.unlock_sceptre_skill,
state.skills_top_r[5],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Sceptre",
"Unlocks sceptre skill tree",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_tree_5, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Roll(ImmuneMelee);
if create_skill_button(
self.imgs.swords_crossed,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dodge",
"Ground-yeeting dodges melee attacks",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_roll_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Roll(Cost);
if create_skill_button(
self.imgs.swords_crossed,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Cost",
"Decreases cost of ground-yeeting yourself",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_roll_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Roll(Strength);
if create_skill_button(
self.imgs.swords_crossed,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Strength",
"Increases how far you ground-yeet yourself",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_roll_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Roll(Duration);
if create_skill_button(
self.imgs.swords_crossed,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Duration",
"Increases for how long you ground-yeet yourself",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_roll_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Sword) => {
use skills::SwordSkill::*;
// Sword
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_sword".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.sword_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Sword(TsCombo);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Triple Strike Combo",
"Unlocks combo scaling on triple strike",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_combo_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(TsDamage);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Triple Strike Damage",
"Increases damage scaling on triple strike",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_combo_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(TsSpeed);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Triple Strike Speed",
"Increases attack speed scaling on triple strike",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_combo_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(TsRegen);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Triple Strike Regen",
"Increases enery regen scaling on triple strike",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_combo_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Sword(DDamage);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Damage",
"Increases initial damage of the dash",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(DDrain);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Drain",
"Decreases the rate energy is drained while dashing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(DCost);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Cost",
"Decreases the initial cost of the dash",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(DSpeed);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Speed",
"Increases how fast you go while dashing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(DInfinite);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Infinite",
"Allows you to dash for as long as you have energy",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(DScaling);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_top_r[5],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Dash Scaling",
"Increases how much the damage scales by over the course of the dash",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_5, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Sword(SUnlockSpin);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Unlock",
"Unlocks the sword spin",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_spin_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(SDamage);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Damage",
"Increases the damage done",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_spin_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(SSpeed);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Speed",
"Increase the speed at which you spin",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_spin_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(SCost);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Cost",
"Decreases the energy cost of each spin",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_spin_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sword(SSpins);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Spins",
"Increases the number of times you can spin",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_spin_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom right skills
let skill = Skill::Sword(InterruptingAttacks);
if create_skill_button(
self.imgs.sword_whirlwind,
state.skills_bot_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Interrupting Attacks",
"Allows you to immediately cancel an attack with another attack",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_passive_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Axe) => {
use skills::AxeSkill::*;
// Axe
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_axe".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.axe_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Axe(DsCombo);
if create_skill_button(
self.imgs.axespin,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Double Strike Combo",
"Unlocks a second strike",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_combo_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(DsDamage);
if create_skill_button(
self.imgs.axespin,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Double Strike Damage",
"Increases damage scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_combo_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(DsSpeed);
if create_skill_button(
self.imgs.axespin,
state.skills_top_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Double Strike Speed",
"Increases speed scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_combo_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(DsRegen);
if create_skill_button(
self.imgs.axespin,
state.skills_top_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Double Strike Regen",
"Increases energy regen scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_combo_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Axe(SInfinite);
if create_skill_button(
self.imgs.axespin,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Infinite Axe Spin",
"Spin for as long as you have energy",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(SDamage);
if create_skill_button(
self.imgs.axespin,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Damage",
"Increases the daamge each spin does",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(SHelicopter);
if create_skill_button(
self.imgs.axespin,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Helicopter",
"You fall a little slower while spinning",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(SSpeed);
if create_skill_button(
self.imgs.axespin,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Speed",
"Increases your spins per minute",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(SCost);
if create_skill_button(
self.imgs.axespin,
state.skills_top_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Spin Cost",
"Increases your spin per energy efficiency",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Axe(LUnlockLeap);
if create_skill_button(
self.imgs.axespin,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Leap",
"Unlocks a leap spin",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_leap_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(LDamage);
if create_skill_button(
self.imgs.axespin,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Damage",
"Increases damage of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_leap_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(LKnockback);
if create_skill_button(
self.imgs.axespin,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Knockback",
"Increases knockback from leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_leap_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(LCost);
if create_skill_button(
self.imgs.axespin,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Cost",
"Decreases cost of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_leap_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Axe(LDistance);
if create_skill_button(
self.imgs.axespin,
state.skills_bot_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Distance",
"Increases distance of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_leap_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Hammer) => {
use skills::HammerSkill::*;
// Hammer
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_hammer".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.hammer_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Hammer(SsKnockback);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Single Strike Knockback",
"Increaes yeet potential of swings",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_combo_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(SsDamage);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Single Strike Damage",
"Increases damage scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_combo_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(SsSpeed);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Single Strike Speed",
"Increases speed scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_combo_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(SsRegen);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Single Strike Regen",
"Increases energy regen scaling in combo",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_combo_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Hammer(CKnockback);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Melee Knockback",
"Massively increases yeet potential of swing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_charged_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(CDamage);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Melee Damage",
"Increases the daamge of the charged swing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_charged_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(CDrain);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Melee Energy Drain",
"Decreases the rate energy drains when charging",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_charged_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(CSpeed);
if create_skill_button(
self.imgs.hammergolf,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charge Rate",
"Increases the rate that you charge the swing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_charged_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Hammer(LUnlockLeap);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Unlock Leap",
"Unlocks a leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(LDamage);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Damage",
"Increases damage of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(LKnockback);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Knockback",
"Increases knockback from leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(LCost);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Cost",
"Decreases cost of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(LDistance);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Distance",
"Increases distance of leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Hammer(LRange);
if create_skill_button(
self.imgs.hammergolf,
state.skills_bot_l[5],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Leap Radius",
"Increases attack radius on ground slam",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_leap_5, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Bow) => {
use skills::BowSkill::*;
// Bow
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_bow".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.set(state.bow_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Bow(BDamage);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Damage",
"Increases damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_basic_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(BRegen);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Energy Regen",
"Increases energy regen",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_basic_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Bow(CDamage);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Damage",
"Increases how much damage scales by as it is charged",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(CDrain);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Drain",
"Decreases the rate energy is drained while charging",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(CProjSpeed);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Projectile Speed",
"Increases yeet potential applied to arrow while charging",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(CSpeed);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Speed",
"Increases the rate that you charge the attack",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(CMove);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Move Speed",
"Increases how fast you can shuffle while charging the attack",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(CKnockback);
if create_skill_button(
self.imgs.bow_m1,
state.skills_top_r[5],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Charged Knockback",
"Yeet enemies further",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_5, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Bow(UnlockRepeater);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Repeater Unlock",
"Unlocks the ability to leap in the arrow",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RDamage);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Repeater Damage",
"Increases the damage done",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RGlide);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Repeater Glide",
"Glide further while repeatering",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RCost);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Repeater Cost",
"Decreases the energy cost to become a gliding repeater",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RArrows);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Arrow Count",
"Yeet more arrows when you leap",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom right skills
let skill = Skill::Bow(ProjSpeed);
if create_skill_button(
self.imgs.bow_m1,
state.skills_bot_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Projectile Speed",
"Allows you to yeet arrows further, faster",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_passive_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Staff) => {
use skills::StaffSkill::*;
// Staff
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_staff_fire".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.staff_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Staff(BExplosion);
if create_skill_button(
self.imgs.fireball,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Explosion",
"When fire just isn't enough",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_basic_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(BDamage);
if create_skill_button(
self.imgs.fireball,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Damage",
"Increases damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_basic_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(BRegen);
if create_skill_button(
self.imgs.fireball,
state.skills_top_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Energy Regen",
"Increases energy regen",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_basic_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(BRadius);
if create_skill_button(
self.imgs.fireball,
state.skills_top_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Explosion Radius",
"Bigger is better",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_basic_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Staff(FDamage);
if create_skill_button(
self.imgs.fireball,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Flamethrower Damage",
"Increases damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_beam_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(FDrain);
if create_skill_button(
self.imgs.fireball,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Energy Drain",
"Decreases the rate energy is drained",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_beam_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(FRange);
if create_skill_button(
self.imgs.fireball,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Flamethrower Range",
"For when the flames just won't reach",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_beam_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(FVelocity);
if create_skill_button(
self.imgs.fireball,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Flame Velocity",
"Gets the fire there faster",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_beam_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Staff(UnlockShockwave);
if create_skill_button(
self.imgs.fireball,
state.skills_bot_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Shockwave Unlock",
"Unlocks the ability to yeet enemies away using fire",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_shockwave_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(SDamage);
if create_skill_button(
self.imgs.fireball,
state.skills_bot_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Shockwave Damage",
"Increases the damage done",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_shockwave_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(SKnockback);
if create_skill_button(
self.imgs.fireball,
state.skills_bot_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Shockwave Knockback",
"Increases yeet potential",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_shockwave_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(SCost);
if create_skill_button(
self.imgs.fireball,
state.skills_bot_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Shockwave Cost",
"Decreases the energy cost to yeet helpless villagers",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_shockwave_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Staff(SRange);
if create_skill_button(
self.imgs.fireball,
state.skills_bot_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Shockwave Range",
"Yeet things that used to be out of reach",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_shockwave_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
SelectedSkillTree::Weapon(ToolKind::Sceptre) => {
use skills::SceptreSkill::*;
// Sceptre
Image::new(
self.item_imgs
.img_id_or_not_found_img(Tool("example_sceptre".to_string())),
)
.wh(art_size)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, tweak!(1.0))))
.set(state.sceptre_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
let skill = Skill::Sceptre(BHeal);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Beam Heal",
"Increased healing from the beam",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(BDamage);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Damage",
"Increases damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(BRegen);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Energy Regen",
"Increases energy regen from damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(BRange);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Range",
"Longer beam",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(BLifesteal);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Lifesteal Efficiency",
"Thieve more health",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(BCost);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_l[5],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Heal Cost",
"Use less energy when healing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_beam_5, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
let skill = Skill::Sceptre(PHeal);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_r[0],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Heal",
"Increases healing",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_bomb_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(PDamage);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_r[1],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Damage",
"Increases damage",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_bomb_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(PRadius);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_r[2],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Radius",
"Increases radius",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_bomb_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(PCost);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_r[3],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Energy Cost",
"Decreases energy cost of bomb",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_bomb_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Sceptre(PProjSpeed);
if create_skill_button(
self.imgs.heal_0,
state.skills_top_r[4],
&self.stats.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.stats.skill_set),
)
.with_tooltip(
self.tooltip_manager,
"Projectile Speed",
"Yeets it faster",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_bomb_4, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
},
_ => {},
}
events
}
}
fn create_skill_button<'a>(
image: Id,
state: widget::Id,
skill_set: &'a skills::SkillSet,
skill: Skill,
fonts: &'a Fonts,
label: &'a str,
) -> Button<'a, button::Image> {
Button::image(image)
.w_h(tweak!(74.0), tweak!(74.0))
.middle_of(state)
.label(label)
.label_y(conrod_core::position::Relative::Scalar(tweak!(-28.0)))
.label_x(conrod_core::position::Relative::Scalar(tweak!(32.0)))
.label_color(if skill_set.sufficient_skill_points(skill) {
HP_COLOR
} else {
CRITICAL_HP_COLOR
})
.label_color(TEXT_COLOR)
.label_font_size(fonts.cyri.scale(tweak!(16)))
.label_font_id(fonts.cyri.conrod_id)
.image_color(if skill_set.prerequisites_met(skill) {
TEXT_COLOR
} else {
Color::Rgba(0.41, 0.41, 0.41, tweak!(0.7))
})
}
fn get_skill_label(skill: Skill, skill_set: &skills::SkillSet) -> String {
if skill_set.prerequisites_met(skill) {
format!(
"{}/{}",
skill_set
.skills
.get(&skill)
.copied()
.map_or(0, |l| l.unwrap_or(1)),
skill.get_max_level().unwrap_or(1)
)
} else {
"".to_string()
}
}
fn skill_tree_from_str(string: &str) -> Option<SelectedSkillTree> {
match string {
"General Combat" => Some(SelectedSkillTree::General),
"Sword" => Some(SelectedSkillTree::Weapon(ToolKind::Sword)),
"Hammer" => Some(SelectedSkillTree::Weapon(ToolKind::Hammer)),
"Axe" => Some(SelectedSkillTree::Weapon(ToolKind::Axe)),
"Sceptre" => Some(SelectedSkillTree::Weapon(ToolKind::Sceptre)),
"Bow" => Some(SelectedSkillTree::Weapon(ToolKind::Bow)),
"Fire Staff" => Some(SelectedSkillTree::Weapon(ToolKind::Staff)),
_ => None,
}
}