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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-17 20:34:59 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-17 20:34:59 -0500 |
commit | aac57db782718bf40a7adea15baf8d6b899ea925 (patch) | |
tree | c9f32563cdb9a06e6e24343946c5bb35dc254b76 /src/character_system.cpp | |
parent | b3720c4a401f345c49eadabdb852968e273e7077 (diff) | |
download | tanetane-aac57db782718bf40a7adea15baf8d6b899ea925.tar.gz tanetane-aac57db782718bf40a7adea15baf8d6b899ea925.tar.bz2 tanetane-aac57db782718bf40a7adea15baf8d6b899ea925.zip |
Made some sprites persist between map changes
The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map. Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps.
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r-- | src/character_system.cpp | 34 |
1 files changed, 26 insertions, 8 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index d0c416e..7d456f6 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
@@ -39,6 +39,32 @@ void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | |||
39 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | 39 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); |
40 | } | 40 | } |
41 | 41 | ||
42 | void CharacterSystem::transplantParty(int leaderId, vec2i pos, Direction dir) { | ||
43 | Sprite& leader = game_.getSprite(leaderId); | ||
44 | CharacterState oldState = leader.characterState; | ||
45 | |||
46 | std::vector<int> followers = leader.followers; | ||
47 | leader.followers.clear(); | ||
48 | |||
49 | game_.getSystem<TransformSystem>().moveSprite(leaderId, pos); | ||
50 | game_.getSystem<AnimationSystem>().setSpriteDirection(leaderId, dir); | ||
51 | |||
52 | for (int followerId : followers) { | ||
53 | Sprite& follower = game_.getSprite(followerId); | ||
54 | follower.trail.clear(); | ||
55 | |||
56 | game_.getSystem<TransformSystem>().moveSprite(followerId, pos); | ||
57 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); | ||
58 | addSpriteToParty(leaderId, followerId); | ||
59 | } | ||
60 | |||
61 | if (oldState == CharacterState::Running) { | ||
62 | startRunning(leaderId); | ||
63 | } else { | ||
64 | setPartyState(leaderId, oldState); | ||
65 | } | ||
66 | } | ||
67 | |||
42 | void CharacterSystem::moveInDirection(int spriteId, Direction dir) { | 68 | void CharacterSystem::moveInDirection(int spriteId, Direction dir) { |
43 | Sprite& sprite = game_.getSprite(spriteId); | 69 | Sprite& sprite = game_.getSprite(spriteId); |
44 | 70 | ||
@@ -266,11 +292,3 @@ void CharacterSystem::destroySprite(int spriteId) { | |||
266 | stopRunningSound(sprite); | 292 | stopRunningSound(sprite); |
267 | } | 293 | } |
268 | } | 294 | } |
269 | |||
270 | void CharacterSystem::clearSpriteCache() { | ||
271 | for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { | ||
272 | if (sprite.runningSfxChannel != -1) { | ||
273 | stopRunningSound(sprite); | ||
274 | } | ||
275 | } | ||
276 | } | ||