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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-17 20:34:59 -0500
commitaac57db782718bf40a7adea15baf8d6b899ea925 (patch)
treec9f32563cdb9a06e6e24343946c5bb35dc254b76 /src/game.cpp
parentb3720c4a401f345c49eadabdb852968e273e7077 (diff)
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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/game.cpp')
-rw-r--r--src/game.cpp75
1 files changed, 27 insertions, 48 deletions
diff --git a/src/game.cpp b/src/game.cpp index b7ca869..ffa52cf 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -5,9 +5,19 @@
5#include "camera_system.h" 5#include "camera_system.h"
6 6
7int Game::emplaceSprite(std::string alias) { 7int Game::emplaceSprite(std::string alias) {
8 int id = sprites_.size(); 8 int id;
9 sprites_.emplace_back(); 9
10 sprites_.back().alias = alias; 10 if (idsToReuse_.empty()) {
11 id = sprites_.size();
12 sprites_.emplace_back();
13 sprites_.back().alias = alias;
14 } else {
15 id = idsToReuse_.front();
16 idsToReuse_.pop_front();
17 sprites_[id] = Sprite();
18 sprites_[id].alias = alias;
19 }
20
11 spriteIds_.insert(id); 21 spriteIds_.insert(id);
12 spritesByAlias_[alias] = id; 22 spritesByAlias_[alias] = id;
13 return id; 23 return id;
@@ -19,56 +29,28 @@ void Game::destroySprite(int id) {
19 } 29 }
20 30
21 spriteIds_.erase(id); 31 spriteIds_.erase(id);
32 idsToReuse_.push_back(id);
22 spritesByAlias_.erase(sprites_.at(id).alias); 33 spritesByAlias_.erase(sprites_.at(id).alias);
23} 34}
24 35
25void Game::clearSprites() { 36void Game::loadMap(std::string filename) {
26 for (std::unique_ptr<System>& system : systems_) { 37 // Clear out non-persistent sprites.
27 system->clearSpriteCache(); 38 std::list<int> spritesToDelete;
28 } 39 for (int spriteId : spriteIds_) {
40 Sprite& sprite = sprites_.at(spriteId);
29 41
30 sprites_.clear(); 42 if (!sprite.persistent) {
31 spriteIds_.clear(); 43 spritesToDelete.push_back(spriteId);
32 spritesByAlias_.clear(); 44 }
33} 45 }
34 46
35void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) { 47 for (int spriteId : spritesToDelete) {
36 clearSprites(); 48 destroySprite(spriteId);
49 }
37 50
51 // Load the new map.
38 map_ = std::make_unique<Map>(filename); 52 map_ = std::make_unique<Map>(filename);
39 53
40 vec2i warpLoc = map_->getWarpPoint(warpPoint);
41
42 int lucasSprite = emplaceSprite("lucas");
43 getSystem<TransformSystem>().initSprite(lucasSprite, warpLoc);
44 getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
45 getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt");
46 getSystem<AnimationSystem>().setSpriteDirection(lucasSprite, dir);
47 getSprite(lucasSprite).hasShadow = true;
48 getSprite(lucasSprite).player = true;
49 getSystem<CharacterSystem>().initSprite(lucasSprite);
50
51 int kumaSprite = emplaceSprite("kuma");
52 getSystem<TransformSystem>().initSprite(kumaSprite, warpLoc);
53 getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt");
54 getSystem<AnimationSystem>().setSpriteDirection(kumaSprite, dir);
55 getSprite(kumaSprite).hasShadow = true;
56 getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite);
57
58 int dusterSprite = emplaceSprite("duster");
59 getSystem<TransformSystem>().initSprite(dusterSprite, warpLoc);
60 getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/sprites/duster_anim.txt");
61 getSystem<AnimationSystem>().setSpriteDirection(dusterSprite, dir);
62 getSprite(dusterSprite).hasShadow = true;
63 getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite);
64
65 int boneySprite = emplaceSprite("boney");
66 getSystem<TransformSystem>().initSprite(boneySprite, warpLoc);
67 getSystem<AnimationSystem>().initSprite(boneySprite, "../res/sprites/boney_anim.txt");
68 getSystem<AnimationSystem>().setSpriteDirection(boneySprite, dir);
69 getSprite(boneySprite).hasShadow = true;
70 getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite);
71
72 for (const Prototype& p : map_->getPrototypes()) { 54 for (const Prototype& p : map_->getPrototypes()) {
73 int spriteId = emplaceSprite(p.name); 55 int spriteId = emplaceSprite(p.name);
74 getSystem<TransformSystem>().initSprite(spriteId, p.pos); 56 getSystem<TransformSystem>().initSprite(spriteId, p.pos);
@@ -86,7 +68,4 @@ void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) {
86 getSystem<TransformSystem>().setUpCollision(spriteId, {0, 0}, t.size, false); 68 getSystem<TransformSystem>().setUpCollision(spriteId, {0, 0}, t.size, false);
87 getSprite(spriteId).walkthroughScript = t.script; 69 getSprite(spriteId).walkthroughScript = t.script;
88 } 70 }
89
90 getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
91 getSystem<CameraSystem>().unlockCamera();
92} 71}