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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-09 20:34:59 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-09 20:34:59 -0500
commit315ca2fb388f790791c9ce372cf44e00d51e0e7f (patch)
tree99fd0a66ce191959c73fe5058e538a4dcd07100e
parent0c2cd251fa0427b19f7c995bc7da7319d2ac80a5 (diff)
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Added trigger zones to the map
Walking into a trigger zone runs a script.
-rw-r--r--res/maps/map1.tmx7
-rw-r--r--res/scripts/test_trigger.lua6
-rw-r--r--src/character_system.cpp13
-rw-r--r--src/main.cpp11
-rw-r--r--src/map.cpp15
-rw-r--r--src/map.h10
-rw-r--r--src/renderer.cpp10
-rw-r--r--src/sprite.h2
-rw-r--r--src/transform_system.cpp31
-rw-r--r--src/transform_system.h2
10 files changed, 88 insertions, 19 deletions
diff --git a/res/maps/map1.tmx b/res/maps/map1.tmx index d830158..9b1d1b1 100644 --- a/res/maps/map1.tmx +++ b/res/maps/map1.tmx
@@ -1,5 +1,5 @@
1<?xml version="1.0" encoding="UTF-8"?> 1<?xml version="1.0" encoding="UTF-8"?>
2<map version="1.4" tiledversion="1.4.3" orientation="orthogonal" renderorder="right-down" width="48" height="32" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="6"> 2<map version="1.4" tiledversion="1.4.3" orientation="orthogonal" renderorder="right-down" width="48" height="32" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="8">
3 <tileset firstgid="1" name="fromRom" tilewidth="16" tileheight="16" tilecount="240" columns="10"> 3 <tileset firstgid="1" name="fromRom" tilewidth="16" tileheight="16" tilecount="240" columns="10">
4 <image source="map1_tiles.png" width="160" height="384"/> 4 <image source="map1_tiles.png" width="160" height="384"/>
5 <tile id="77"> 5 <tile id="77">
@@ -774,6 +774,11 @@
774 <object id="5" name="spawn" type="warp" x="201.931" y="284.096"> 774 <object id="5" name="spawn" type="warp" x="201.931" y="284.096">
775 <point/> 775 <point/>
776 </object> 776 </object>
777 <object id="7" name="testTrigger" type="trigger" x="70.3333" y="344.333" width="37.3333" height="67.3333">
778 <properties>
779 <property name="script" value="test_trigger"/>
780 </properties>
781 </object>
777 </objectgroup> 782 </objectgroup>
778 <layer id="1" name="Layer 0" width="48" height="32"> 783 <layer id="1" name="Layer 0" width="48" height="32">
779 <data encoding="csv"> 784 <data encoding="csv">
diff --git a/res/scripts/test_trigger.lua b/res/scripts/test_trigger.lua new file mode 100644 index 0000000..cd64fb8 --- /dev/null +++ b/res/scripts/test_trigger.lua
@@ -0,0 +1,6 @@
1function test_trigger()
2 PlaySound("boney_growl.wav")
3 DisplayMessage("Hi! Welcome to the funky zone.", "", SpeakerType.NONE)
4 WaitForEndOfMessage()
5 HideCutsceneBars()
6end
diff --git a/src/character_system.cpp b/src/character_system.cpp index fcd69dd..d4765bf 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -5,6 +5,7 @@
5#include "game.h" 5#include "game.h"
6#include "transform_system.h" 6#include "transform_system.h"
7#include "animation_system.h" 7#include "animation_system.h"
8#include "script_system.h"
8 9
9void CharacterSystem::initSprite(int spriteId) { 10void CharacterSystem::initSprite(int spriteId) {
10 Sprite& sprite = game_.getSprite(spriteId); 11 Sprite& sprite = game_.getSprite(spriteId);
@@ -83,10 +84,22 @@ void CharacterSystem::tick(double dt) {
83 84
84 if (collision.horiz.blocked) { 85 if (collision.horiz.blocked) {
85 pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; 86 pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
87 } else if (collision.horiz.colliderSprite != -1) {
88 Sprite& collider = game_.getSprite(collision.horiz.colliderSprite);
89
90 if (collider.walkthroughScript != "") {
91 game_.getSystem<ScriptSystem>().runScript(collider.walkthroughScript);
92 }
86 } 93 }
87 94
88 if (collision.vert.blocked) { 95 if (collision.vert.blocked) {
89 pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; 96 pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1;
97 } else if (collision.vert.colliderSprite != -1) {
98 Sprite& collider = game_.getSprite(collision.vert.colliderSprite);
99
100 if (collider.walkthroughScript != "") {
101 game_.getSystem<ScriptSystem>().runScript(collider.walkthroughScript);
102 }
90 } 103 }
91 104
92 if (blocked && sprite.characterState == CharacterState::Running) { 105 if (blocked && sprite.characterState == CharacterState::Running) {
diff --git a/src/main.cpp b/src/main.cpp index 62c81f3..a350c8d 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -27,7 +27,7 @@ void loop(Renderer& renderer) {
27 27
28 int lucasSprite = game.emplaceSprite("lucas"); 28 int lucasSprite = game.emplaceSprite("lucas");
29 game.getSystem<TransformSystem>().initSprite(lucasSprite, game.getMap().getWarpPoint("spawn")); 29 game.getSystem<TransformSystem>().initSprite(lucasSprite, game.getMap().getWarpPoint("spawn"));
30 game.getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}); 30 game.getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
31 game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt", renderer); 31 game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt", renderer);
32 game.getSprite(lucasSprite).controllable = true; 32 game.getSprite(lucasSprite).controllable = true;
33 game.getSystem<CharacterSystem>().initSprite(lucasSprite); 33 game.getSystem<CharacterSystem>().initSprite(lucasSprite);
@@ -50,11 +50,18 @@ void loop(Renderer& renderer) {
50 for (const Prototype& p : game.getMap().getPrototypes()) { 50 for (const Prototype& p : game.getMap().getPrototypes()) {
51 int spriteId = game.emplaceSprite(p.name); 51 int spriteId = game.emplaceSprite(p.name);
52 game.getSystem<TransformSystem>().initSprite(spriteId, p.pos); 52 game.getSystem<TransformSystem>().initSprite(spriteId, p.pos);
53 game.getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize); 53 game.getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true);
54 game.getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename, renderer); 54 game.getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename, renderer);
55 game.getSprite(spriteId).interactionScript = p.interactionScript; 55 game.getSprite(spriteId).interactionScript = p.interactionScript;
56 } 56 }
57 57
58 for (const Trigger& t : game.getMap().getTriggers()) {
59 int spriteId = game.emplaceSprite(t.name);
60 game.getSystem<TransformSystem>().initSprite(spriteId, t.pos);
61 game.getSystem<TransformSystem>().setUpCollision(spriteId, {0, 0}, t.size, false);
62 game.getSprite(spriteId).walkthroughScript = t.script;
63 }
64
58 game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite); 65 game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
59 game.getSystem<CameraSystem>().unlockCamera(); 66 game.getSystem<CameraSystem>().unlockCamera();
60 67
diff --git a/src/map.cpp b/src/map.cpp index 2214d17..b6f6755 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -84,6 +84,21 @@ Map::Map(std::string_view filename, Renderer& renderer) {
84 point.y() = object.getPosition().y; 84 point.y() = object.getPosition().y;
85 85
86 warpPoints_[object.getName()] = std::move(point); 86 warpPoints_[object.getName()] = std::move(point);
87 } else if (object.getType() == "trigger") {
88 Trigger t;
89 t.name = object.getName();
90 t.pos.x() = object.getPosition().x;
91 t.pos.y() = object.getPosition().y;
92 t.size.w() = object.getAABB().width;
93 t.size.h() = object.getAABB().height;
94
95 for (const tmx::Property& property : object.getProperties()) {
96 if (property.getName() == "script") {
97 t.script = property.getStringValue();
98 }
99 }
100
101 triggers_.push_back(std::move(t));
87 } 102 }
88 } 103 }
89 } 104 }
diff --git a/src/map.h b/src/map.h index 7bfb15e..4c5d6d4 100644 --- a/src/map.h +++ b/src/map.h
@@ -28,6 +28,13 @@ struct Prototype {
28 std::string interactionScript; 28 std::string interactionScript;
29}; 29};
30 30
31struct Trigger {
32 std::string name;
33 vec2i pos;
34 vec2i size;
35 std::string script;
36};
37
31class Map { 38class Map {
32public: 39public:
33 40
@@ -51,6 +58,8 @@ public:
51 58
52 const vec2i& getWarpPoint(const std::string& name) const { return warpPoints_.at(name); } 59 const vec2i& getWarpPoint(const std::string& name) const { return warpPoints_.at(name); }
53 60
61 const std::vector<Trigger>& getTriggers() const { return triggers_; }
62
54private: 63private:
55 64
56 vec2i mapSize_; 65 vec2i mapSize_;
@@ -60,6 +69,7 @@ private:
60 int tilesetColumns_; 69 int tilesetColumns_;
61 std::vector<Prototype> prototypes_; 70 std::vector<Prototype> prototypes_;
62 std::map<std::string, vec2i> warpPoints_; 71 std::map<std::string, vec2i> warpPoints_;
72 std::vector<Trigger> triggers_;
63}; 73};
64 74
65#endif /* end of include guard: MAP_H_D95D6D47 */ 75#endif /* end of include guard: MAP_H_D95D6D47 */
diff --git a/src/renderer.cpp b/src/renderer.cpp index 0035ce2..87bbbcd 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -114,10 +114,12 @@ void Renderer::render(Game& game) {
114 SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, nullptr); 114 SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, nullptr);
115 115
116 for (const Sprite& sprite : game.getSystem<TransformSystem>().getSpritesByY() | game.spriteView()) { 116 for (const Sprite& sprite : game.getSystem<TransformSystem>().getSpritesByY() | game.spriteView()) {
117 const SpriteFrame& frame = sprite.frames.at(sprite.animations.at(sprite.animationId).at(sprite.animationFrame)); 117 if (sprite.isAnimated) {
118 const SDL_Rect& src = frame.srcRect; 118 const SpriteFrame& frame = sprite.frames.at(sprite.animations.at(sprite.animationId).at(sprite.animationFrame));
119 SDL_Rect dest { sprite.loc.x() - frame.center.x(), sprite.loc.y() - frame.center.y(), frame.size.w(), frame.size.h() }; 119 const SDL_Rect& src = frame.srcRect;
120 SDL_RenderCopy(ren_.get(), textures_.at(sprite.textureId).get(), &src, &dest); 120 SDL_Rect dest { sprite.loc.x() - frame.center.x(), sprite.loc.y() - frame.center.y(), frame.size.w(), frame.size.h() };
121 SDL_RenderCopy(ren_.get(), textures_.at(sprite.textureId).get(), &src, &dest);
122 }
121 } 123 }
122 124
123 SDL_RenderCopy(ren_.get(), renLay0_.get(), nullptr, nullptr); 125 SDL_RenderCopy(ren_.get(), renLay0_.get(), nullptr, nullptr);
diff --git a/src/sprite.h b/src/sprite.h index b2cca87..4a65763 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -34,9 +34,11 @@ public:
34 // Transform 34 // Transform
35 vec2i loc { 0, 0 }; 35 vec2i loc { 0, 0 };
36 bool collidable = false; 36 bool collidable = false;
37 bool solid = false;
37 vec2i collisionOffset; 38 vec2i collisionOffset;
38 vec2i collisionSize; 39 vec2i collisionSize;
39 std::string interactionScript; 40 std::string interactionScript;
41 std::string walkthroughScript;
40 42
41 // Animation 43 // Animation
42 bool isAnimated = false; 44 bool isAnimated = false;
diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 3d65acb..2ec133e 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp
@@ -8,11 +8,12 @@ void TransformSystem::initSprite(int spriteId, vec2i loc) {
8 spritesByY_.emplace(loc.y(), spriteId); 8 spritesByY_.emplace(loc.y(), spriteId);
9} 9}
10 10
11void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size) { 11void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid) {
12 Sprite& sprite = game_.getSprite(spriteId); 12 Sprite& sprite = game_.getSprite(spriteId);
13 sprite.collidable = true; 13 sprite.collidable = true;
14 sprite.collisionOffset = offset; 14 sprite.collisionOffset = offset;
15 sprite.collisionSize = size; 15 sprite.collisionSize = size;
16 sprite.solid = solid;
16 17
17 addCollidable(spriteId); 18 addCollidable(spriteId);
18} 19}
@@ -74,9 +75,11 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
74 it++) { 75 it++) {
75 if (newColDR.y() >= it->second.lower && 76 if (newColDR.y() >= it->second.lower &&
76 newColUL.y() <= it->second.upper) { 77 newColUL.y() <= it->second.upper) {
77 result.horiz.blocked = true; 78 int colliderSpriteId = std::get<1>(it->first);
79 Sprite& collider = game_.getSprite(colliderSpriteId);
80 result.horiz.blocked = collider.solid;
78 result.horiz.dir = Direction::right; 81 result.horiz.dir = Direction::right;
79 result.horiz.colliderSprite = std::get<1>(it->first); 82 result.horiz.colliderSprite = colliderSpriteId;
80 83
81 break; 84 break;
82 } 85 }
@@ -104,9 +107,11 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
104 it++) { 107 it++) {
105 if (newColDR.y() >= it->second.lower && 108 if (newColDR.y() >= it->second.lower &&
106 newColUL.y() <= it->second.upper) { 109 newColUL.y() <= it->second.upper) {
107 result.horiz.blocked = true; 110 int colliderSpriteId = std::get<1>(it->first);
111 Sprite& collider = game_.getSprite(colliderSpriteId);
112 result.horiz.blocked = collider.solid;
108 result.horiz.dir = Direction::left; 113 result.horiz.dir = Direction::left;
109 result.horiz.colliderSprite = std::get<1>(it->first); 114 result.horiz.colliderSprite = colliderSpriteId;
110 115
111 break; 116 break;
112 } 117 }
@@ -134,9 +139,11 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
134 it++) { 139 it++) {
135 if (newColDR.x() >= it->second.lower && 140 if (newColDR.x() >= it->second.lower &&
136 newColUL.x() <= it->second.upper) { 141 newColUL.x() <= it->second.upper) {
137 result.vert.blocked = true; 142 int colliderSpriteId = std::get<1>(it->first);
138 result.vert.dir = Direction::down; 143 Sprite& collider = game_.getSprite(colliderSpriteId);
139 result.vert.colliderSprite = std::get<1>(it->first); 144 result.horiz.blocked = collider.solid;
145 result.horiz.dir = Direction::down;
146 result.horiz.colliderSprite = colliderSpriteId;
140 147
141 break; 148 break;
142 } 149 }
@@ -164,9 +171,11 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
164 it++) { 171 it++) {
165 if (newColDR.x() >= it->second.lower && 172 if (newColDR.x() >= it->second.lower &&
166 newColUL.x() <= it->second.upper) { 173 newColUL.x() <= it->second.upper) {
167 result.vert.blocked = true; 174 int colliderSpriteId = std::get<1>(it->first);
168 result.vert.dir = Direction::up; 175 Sprite& collider = game_.getSprite(colliderSpriteId);
169 result.vert.colliderSprite = std::get<1>(it->first); 176 result.horiz.blocked = collider.solid;
177 result.horiz.dir = Direction::up;
178 result.horiz.colliderSprite = colliderSpriteId;
170 179
171 break; 180 break;
172 } 181 }
diff --git a/src/transform_system.h b/src/transform_system.h index a7294ce..10e33db 100644 --- a/src/transform_system.h +++ b/src/transform_system.h
@@ -31,7 +31,7 @@ public:
31 31
32 void initSprite(int spriteId, vec2i loc); 32 void initSprite(int spriteId, vec2i loc);
33 33
34 void setUpCollision(int spriteId, vec2i offset, vec2i size); 34 void setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid);
35 35
36 void moveSprite(int spriteId, vec2i newLoc); 36 void moveSprite(int spriteId, vec2i newLoc);
37 37