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| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-03 02:03:59 -0500 |
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-03 02:03:59 -0500 |
| commit | 8d7ef2b2ae3ddff204f5934fe67c535d7f1345e9 (patch) | |
| tree | 7bcc12dd2efab7e24867895c5ef3fbb3e7d0e36d /src/character_system.cpp | |
| parent | be09120d1d044b476ef8b516efbdb526f20d9e2d (diff) | |
| download | tanetane-8d7ef2b2ae3ddff204f5934fe67c535d7f1345e9.tar.gz tanetane-8d7ef2b2ae3ddff204f5934fe67c535d7f1345e9.tar.bz2 tanetane-8d7ef2b2ae3ddff204f5934fe67c535d7f1345e9.zip | |
Converted Party into CharacterSystem
Diffstat (limited to 'src/character_system.cpp')
| -rw-r--r-- | src/character_system.cpp | 229 |
1 files changed, 229 insertions, 0 deletions
| diff --git a/src/character_system.cpp b/src/character_system.cpp new file mode 100644 index 0000000..64e2f3b --- /dev/null +++ b/src/character_system.cpp | |||
| @@ -0,0 +1,229 @@ | |||
| 1 | #include "character_system.h" | ||
| 2 | #include "consts.h" | ||
| 3 | #include "mixer.h" | ||
| 4 | #include "sprite.h" | ||
| 5 | #include "game.h" | ||
| 6 | #include "transform_system.h" | ||
| 7 | #include "animation_system.h" | ||
| 8 | |||
| 9 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | ||
| 10 | Sprite& leader = game_.getSprite(leaderId); | ||
| 11 | Sprite& follower = game_.getSprite(followerId); | ||
| 12 | |||
| 13 | int index = leader.followers.size() + 1; | ||
| 14 | follower.trail = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = follower.loc, .dir = follower.dir}); | ||
| 15 | |||
| 16 | leader.followers.push_back(followerId); | ||
| 17 | |||
| 18 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | ||
| 19 | } | ||
| 20 | |||
| 21 | void CharacterSystem::moveSprite(int spriteId, Mixer& mixer, const Input& keystate) { | ||
| 22 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 23 | Direction dir = sprite.dir; | ||
| 24 | |||
| 25 | if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) { | ||
| 26 | if (sprite.characterState != CharacterState::Running) { | ||
| 27 | if (sprite.characterState == CharacterState::Normal) { | ||
| 28 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "still"); | ||
| 29 | for (int followerId : sprite.followers) { | ||
| 30 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | ||
| 31 | } | ||
| 32 | } | ||
| 33 | |||
| 34 | return; | ||
| 35 | } | ||
| 36 | } else { | ||
| 37 | if (keystate.up) | ||
| 38 | { | ||
| 39 | dir = Direction::up; | ||
| 40 | } else if (keystate.down) | ||
| 41 | { | ||
| 42 | dir = Direction::down; | ||
| 43 | } | ||
| 44 | |||
| 45 | if (keystate.left) | ||
| 46 | { | ||
| 47 | if (dir == Direction::up) { | ||
| 48 | dir = Direction::up_left; | ||
| 49 | } else if (dir == Direction::down) { | ||
| 50 | dir = Direction::down_left; | ||
| 51 | } else { | ||
| 52 | dir = Direction::left; | ||
| 53 | } | ||
| 54 | } else if (keystate.right) | ||
| 55 | { | ||
| 56 | if (dir == Direction::up) { | ||
| 57 | dir = Direction::up_right; | ||
| 58 | } else if (dir == Direction::down) { | ||
| 59 | dir = Direction::down_right; | ||
| 60 | } else { | ||
| 61 | dir = Direction::right; | ||
| 62 | } | ||
| 63 | } | ||
| 64 | } | ||
| 65 | |||
| 66 | vec2i pLoc = sprite.loc; | ||
| 67 | game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir); | ||
| 68 | |||
| 69 | if (sprite.characterState == CharacterState::Crouching) { | ||
| 70 | for (int followerId : sprite.followers) { | ||
| 71 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); | ||
| 72 | } | ||
| 73 | |||
| 74 | return; | ||
| 75 | } | ||
| 76 | |||
| 77 | int speed = MOVEMENT_SPEED; | ||
| 78 | if (sprite.characterState == CharacterState::Running) { | ||
| 79 | speed *= 2; | ||
| 80 | } else { | ||
| 81 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "walk"); | ||
| 82 | for (int followerId : sprite.followers) { | ||
| 83 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "walk"); | ||
| 84 | } | ||
| 85 | } | ||
| 86 | |||
| 87 | pLoc += (unitVecInDirection(dir) * speed); | ||
| 88 | |||
| 89 | // Check collision. | ||
| 90 | const Map& map = game_.getMap(); | ||
| 91 | bool blocked = false; | ||
| 92 | |||
| 93 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
| 94 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
| 95 | vec2i oldColPosUL = (sprite.loc - UL_COL_BOX) / map.getTileSize(); | ||
| 96 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
| 97 | vec2i oldColPosDR = (sprite.loc + DR_COL_BOX) / map.getTileSize(); | ||
| 98 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
| 99 | |||
| 100 | if (dirHasDir(dir, Direction::right) && | ||
| 101 | newColPosDR.x() > oldColPosDR.x()) { | ||
| 102 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 103 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
| 104 | blocked = true; | ||
| 105 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 106 | break; | ||
| 107 | } | ||
| 108 | } | ||
| 109 | } | ||
| 110 | |||
| 111 | if (dirHasDir(dir, Direction::left) && | ||
| 112 | newColPosUL.x() < oldColPosUL.x()) { | ||
| 113 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 114 | if (map.isBlocked(newColPosUL.x(), y)) { | ||
| 115 | blocked = true; | ||
| 116 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 117 | break; | ||
| 118 | } | ||
| 119 | } | ||
| 120 | } | ||
| 121 | |||
| 122 | if (dirHasDir(dir, Direction::down) && | ||
| 123 | newColPosDR.y() > oldColPosDR.y()) { | ||
| 124 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 125 | if (map.isBlocked(x, newColPosDR.y())) { | ||
| 126 | blocked = true; | ||
| 127 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 128 | break; | ||
| 129 | } | ||
| 130 | } | ||
| 131 | } | ||
| 132 | |||
| 133 | if (dirHasDir(dir, Direction::up) && | ||
| 134 | newColPosUL.y() < oldColPosUL.y()) { | ||
| 135 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 136 | if (map.isBlocked(x, newColPosUL.y())) { | ||
| 137 | blocked = true; | ||
| 138 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 139 | break; | ||
| 140 | } | ||
| 141 | } | ||
| 142 | } | ||
| 143 | |||
| 144 | if (blocked && sprite.characterState == CharacterState::Running) { | ||
| 145 | stopRunning(spriteId); | ||
| 146 | mixer.playSound("../res/bump.wav"); | ||
| 147 | } | ||
| 148 | |||
| 149 | // Move everything | ||
| 150 | if (pLoc != sprite.loc) { | ||
| 151 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); | ||
| 152 | |||
| 153 | for (int followerId : sprite.followers) { | ||
| 154 | Sprite& pNext = game_.getSprite(followerId); | ||
| 155 | const Movement& posdir = pNext.trail.front(); | ||
| 156 | game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos); | ||
| 157 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir); | ||
| 158 | |||
| 159 | pNext.trail.pop_front(); | ||
| 160 | pNext.trail.push_back({.pos = pLoc, .dir = dir}); | ||
| 161 | } | ||
| 162 | } | ||
| 163 | } | ||
| 164 | |||
| 165 | void CharacterSystem::beginCrouch(int spriteId) { | ||
| 166 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 167 | |||
| 168 | if (sprite.characterState == CharacterState::Running) { | ||
| 169 | stopRunning(spriteId); | ||
| 170 | } else { | ||
| 171 | sprite.characterState = CharacterState::Crouching; | ||
| 172 | |||
| 173 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "crouch"); | ||
| 174 | for (int followerId : sprite.followers) { | ||
| 175 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "crouch"); | ||
| 176 | } | ||
| 177 | } | ||
| 178 | } | ||
| 179 | |||
| 180 | void CharacterSystem::endCrouch(int spriteId) { | ||
| 181 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 182 | |||
| 183 | if (sprite.characterState == CharacterState::Crouching) { | ||
| 184 | sprite.characterState = CharacterState::Running; | ||
| 185 | |||
| 186 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "run"); | ||
| 187 | for (int followerId : sprite.followers) { | ||
| 188 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "run"); | ||
| 189 | |||
| 190 | // Halve the movement buffer for the followers. | ||
| 191 | Sprite& follower = game_.getSprite(followerId); | ||
| 192 | std::deque<Movement> newMove; | ||
| 193 | |||
| 194 | while (!follower.trail.empty()) { | ||
| 195 | newMove.push_back(follower.trail.front()); | ||
| 196 | follower.trail.pop_front(); | ||
| 197 | follower.trail.pop_front(); | ||
| 198 | } | ||
| 199 | |||
| 200 | follower.trail = std::move(newMove); | ||
| 201 | } | ||
| 202 | } | ||
| 203 | } | ||
| 204 | |||
| 205 | void CharacterSystem::stopRunning(int spriteId) { | ||
| 206 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 207 | sprite.characterState = CharacterState::Normal; | ||
| 208 | |||
| 209 | // Double the movement buffer for the followers. | ||
| 210 | for (int followerId : sprite.followers) { | ||
| 211 | Sprite& follower = game_.getSprite(followerId); | ||
| 212 | |||
| 213 | std::deque<Movement> newMove; | ||
| 214 | vec2i lastPos = follower.loc; | ||
| 215 | |||
| 216 | while (!follower.trail.empty()) { | ||
| 217 | Movement m1 = follower.trail.front(); | ||
| 218 | Movement m2 = m1; | ||
| 219 | m1.pos = (m1.pos + lastPos) / 2; | ||
| 220 | lastPos = m2.pos; | ||
| 221 | |||
| 222 | newMove.push_back(m1); | ||
| 223 | newMove.push_back(m2); | ||
| 224 | follower.trail.pop_front(); | ||
| 225 | } | ||
| 226 | |||
| 227 | follower.trail = std::move(newMove); | ||
| 228 | } | ||
| 229 | } | ||
