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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 20:50:51 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-03-05 20:50:51 -0500
commit1c462ef3780b33468ed93dde3ab6178765807ffe (patch)
tree6ee2f34ed3514c10d146c91b0e8e935cf9d1ccb6
parent937875c4e1432b418f0f5051759e02c8d4c9ffa4 (diff)
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Added MirrorSystem
This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often.
-rw-r--r--CMakeLists.txt1
-rw-r--r--src/direction.h13
-rw-r--r--src/game.cpp5
-rw-r--r--src/main.cpp2
-rw-r--r--src/map.cpp8
-rw-r--r--src/map.h3
-rw-r--r--src/mirror_system.cpp29
-rw-r--r--src/mirror_system.h22
-rw-r--r--src/sprite.h10
-rw-r--r--src/system.h1
10 files changed, 94 insertions, 0 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index f42260e..5427efc 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt
@@ -55,6 +55,7 @@ add_executable(tanetane
55 src/script_system.cpp 55 src/script_system.cpp
56 src/effect_system.cpp 56 src/effect_system.cpp
57 src/behaviour_system.cpp 57 src/behaviour_system.cpp
58 src/mirror_system.cpp
58) 59)
59 60
60set_property(TARGET tanetane PROPERTY CXX_STANDARD 17) 61set_property(TARGET tanetane PROPERTY CXX_STANDARD 17)
diff --git a/src/direction.h b/src/direction.h index 432f7a9..325bcaf 100644 --- a/src/direction.h +++ b/src/direction.h
@@ -65,6 +65,19 @@ inline Direction oppositeDirection(Direction value) {
65 } 65 }
66} 66}
67 67
68inline Direction directionMirroredVertically(Direction value) {
69 switch (value) {
70 case Direction::up: return Direction::down;
71 case Direction::up_right: return Direction::down_right;
72 case Direction::right: return Direction::right;
73 case Direction::down_right: return Direction::up_right;
74 case Direction::down: return Direction::up;
75 case Direction::down_left: return Direction::up_left;
76 case Direction::left: return Direction::left;
77 case Direction::up_left: return Direction::down_left;
78 }
79}
80
68inline Direction directionFacingPoint(vec2i point) { 81inline Direction directionFacingPoint(vec2i point) {
69 double theta = atan2(-point.y(), point.x()); 82 double theta = atan2(-point.y(), point.x());
70 theta /= M_PI; 83 theta /= M_PI;
diff --git a/src/game.cpp b/src/game.cpp index 7e3c88f..bedd934 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -76,6 +76,11 @@ void Game::loadMap(std::string filename) {
76 if (!p.enclosureZone.empty()) { 76 if (!p.enclosureZone.empty()) {
77 getSprite(spriteId).enclosureZone = p.enclosureZone; 77 getSprite(spriteId).enclosureZone = p.enclosureZone;
78 } 78 }
79 if (p.mirrorType != MirrorType::None) {
80 getSprite(spriteId).mirrorType = p.mirrorType;
81 getSprite(spriteId).mirrorAxis = p.mirrorAxis;
82 getSprite(spriteId).mirroredSpriteId = getSpriteByAlias(p.spriteToMirror);
83 }
79 } 84 }
80 85
81 for (const Trigger& t : map_->getTriggers()) { 86 for (const Trigger& t : map_->getTriggers()) {
diff --git a/src/main.cpp b/src/main.cpp index d0220fc..772fff8 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -14,6 +14,7 @@
14#include "script_system.h" 14#include "script_system.h"
15#include "effect_system.h" 15#include "effect_system.h"
16#include "behaviour_system.h" 16#include "behaviour_system.h"
17#include "mirror_system.h"
17 18
18void loop(Renderer& renderer, std::mt19937& rng) { 19void loop(Renderer& renderer, std::mt19937& rng) {
19 Game game(renderer, rng); 20 Game game(renderer, rng);
@@ -22,6 +23,7 @@ void loop(Renderer& renderer, std::mt19937& rng) {
22 game.emplaceSystem<InputSystem>(); 23 game.emplaceSystem<InputSystem>();
23 game.emplaceSystem<BehaviourSystem>(); 24 game.emplaceSystem<BehaviourSystem>();
24 game.emplaceSystem<CharacterSystem>(); 25 game.emplaceSystem<CharacterSystem>();
26 game.emplaceSystem<MirrorSystem>();
25 game.emplaceSystem<AnimationSystem>(); 27 game.emplaceSystem<AnimationSystem>();
26 game.emplaceSystem<CameraSystem>(); 28 game.emplaceSystem<CameraSystem>();
27 game.emplaceSystem<MessageSystem>(); 29 game.emplaceSystem<MessageSystem>();
diff --git a/src/map.cpp b/src/map.cpp index 8d0ada6..32203e5 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -111,6 +111,14 @@ Map::Map(std::string_view name) : name_(name) {
111 p.enclosureZone = property.getStringValue(); 111 p.enclosureZone = property.getStringValue();
112 } else if (property.getName() == "movementSpeed") { 112 } else if (property.getName() == "movementSpeed") {
113 p.movementSpeed = property.getIntValue(); 113 p.movementSpeed = property.getIntValue();
114 } else if (property.getName() == "mirror") {
115 if (property.getStringValue() == "vertical") {
116 p.mirrorType = MirrorType::Vertical;
117 }
118 } else if (property.getName() == "mirrorAxis") {
119 p.mirrorAxis = property.getIntValue();
120 } else if (property.getName() == "mirrorSprite") {
121 p.spriteToMirror = property.getStringValue();
114 } 122 }
115 } 123 }
116 124
diff --git a/src/map.h b/src/map.h index 1167290..eb926c7 100644 --- a/src/map.h +++ b/src/map.h
@@ -32,6 +32,9 @@ struct Prototype {
32 int movementSpeed = -1; 32 int movementSpeed = -1;
33 std::string enclosureZone; 33 std::string enclosureZone;
34 bool masked = false; 34 bool masked = false;
35 MirrorType mirrorType = MirrorType::None;
36 int mirrorAxis = 0;
37 std::string spriteToMirror;
35}; 38};
36 39
37struct Trigger { 40struct Trigger {
diff --git a/src/mirror_system.cpp b/src/mirror_system.cpp new file mode 100644 index 0000000..b506e59 --- /dev/null +++ b/src/mirror_system.cpp
@@ -0,0 +1,29 @@
1#include "mirror_system.h"
2#include "game.h"
3#include "transform_system.h"
4#include "animation_system.h"
5#include "vector.h"
6#include "sprite.h"
7
8void MirrorSystem::tick(double dt) {
9 for (int spriteId : game_.getSprites()) {
10 Sprite& sprite = game_.getSprite(spriteId);
11 if (!sprite.paused) {
12 switch (sprite.mirrorType) {
13 case MirrorType::None: break;
14 case MirrorType::Vertical: {
15 Sprite& mirroredSprite = game_.getSprite(sprite.mirroredSpriteId);
16
17 vec2i mirroredLoc = mirroredSprite.loc;
18 mirroredLoc.y() = 2 * sprite.mirrorAxis - mirroredLoc.y();
19
20 game_.getSystem<TransformSystem>().moveSprite(spriteId, mirroredLoc);
21 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, mirroredSprite.animationName);
22 game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, directionMirroredVertically(mirroredSprite.dir));
23
24 break;
25 }
26 }
27 }
28 }
29}
diff --git a/src/mirror_system.h b/src/mirror_system.h new file mode 100644 index 0000000..5549dc4 --- /dev/null +++ b/src/mirror_system.h
@@ -0,0 +1,22 @@
1#ifndef MIRROR_SYSTEM_H_0BA755A8
2#define MIRROR_SYSTEM_H_0BA755A8
3
4#include "system.h"
5
6class Game;
7
8class MirrorSystem : public System {
9public:
10
11 static constexpr SystemKey Key = SystemKey::Mirror;
12
13 explicit MirrorSystem(Game& game) : game_(game) {}
14
15 void tick(double dt) override;
16
17private:
18
19 Game& game_;
20};
21
22#endif /* end of include guard: MIRROR_SYSTEM_H_0BA755A8 */
diff --git a/src/sprite.h b/src/sprite.h index 6538c1d..2ab306d 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -48,6 +48,11 @@ enum class BehaviourType {
48 Path 48 Path
49}; 49};
50 50
51enum class MirrorType {
52 None,
53 Vertical
54};
55
51struct Movement { 56struct Movement {
52 vec2i pos; 57 vec2i pos;
53 Direction dir; 58 Direction dir;
@@ -123,6 +128,11 @@ public:
123 vec2i pathfindingDestination; 128 vec2i pathfindingDestination;
124 bool cardinalDirectionsOnly = false; 129 bool cardinalDirectionsOnly = false;
125 std::deque<PathfindingInstruction> path; 130 std::deque<PathfindingInstruction> path;
131
132 // Mirror
133 MirrorType mirrorType = MirrorType::None;
134 int mirroredSpriteId = -1;
135 int mirrorAxis = 0;
126}; 136};
127 137
128#endif /* end of include guard: SPRITE_H_70503825 */ 138#endif /* end of include guard: SPRITE_H_70503825 */
diff --git a/src/system.h b/src/system.h index c0b0637..a129b3b 100644 --- a/src/system.h +++ b/src/system.h
@@ -7,6 +7,7 @@ enum class SystemKey {
7 Input, 7 Input,
8 Behaviour, 8 Behaviour,
9 Character, 9 Character,
10 Mirror,
10 Animation, 11 Animation,
11 Camera, 12 Camera,
12 Message, 13 Message,