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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-13 20:50:21 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-13 20:50:21 -0500 |
commit | 470b1d43fb6f8e17624ee90f87270de5bd6ff77e (patch) | |
tree | 966f1e18d496f12c3273684be299573e4bf443ec /src/transform_system.cpp | |
parent | ed933607765a6e010689aaaf85184053ff6e8a2b (diff) | |
download | tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.tar.gz tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.tar.bz2 tanetane-470b1d43fb6f8e17624ee90f87270de5bd6ff77e.zip |
Added lightning sprite to mailbox event
Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change. Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees. Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
Diffstat (limited to 'src/transform_system.cpp')
-rw-r--r-- | src/transform_system.cpp | 22 |
1 files changed, 17 insertions, 5 deletions
diff --git a/src/transform_system.cpp b/src/transform_system.cpp index e5b0363..6e04d70 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp | |||
@@ -2,10 +2,11 @@ | |||
2 | #include "game.h" | 2 | #include "game.h" |
3 | #include "map.h" | 3 | #include "map.h" |
4 | 4 | ||
5 | void TransformSystem::initSprite(int spriteId, vec2i loc) { | 5 | void TransformSystem::initSprite(int spriteId, vec2i loc, SpriteLayer layer) { |
6 | Sprite& sprite = game_.getSprite(spriteId); | 6 | Sprite& sprite = game_.getSprite(spriteId); |
7 | sprite.loc = loc; | 7 | sprite.loc = loc; |
8 | spritesByY_.emplace(loc.y(), spriteId); | 8 | sprite.layer = layer; |
9 | spritesByY_[static_cast<size_t>(layer)].emplace(loc.y(), spriteId); | ||
9 | } | 10 | } |
10 | 11 | ||
11 | void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid) { | 12 | void TransformSystem::setUpCollision(int spriteId, vec2i offset, vec2i size, bool solid) { |
@@ -26,11 +27,11 @@ void TransformSystem::moveSprite(int spriteId, vec2i newLoc) { | |||
26 | 27 | ||
27 | bool changedY = (sprite.loc.y() != newLoc.y()); | 28 | bool changedY = (sprite.loc.y() != newLoc.y()); |
28 | if (changedY) { | 29 | if (changedY) { |
29 | spritesByY_.erase(std::make_tuple(sprite.loc.y(), spriteId)); | 30 | spritesByY_[static_cast<size_t>(sprite.layer)].erase(std::make_tuple(sprite.loc.y(), spriteId)); |
30 | } | 31 | } |
31 | sprite.loc = newLoc; | 32 | sprite.loc = newLoc; |
32 | if (changedY) { | 33 | if (changedY) { |
33 | spritesByY_.emplace(newLoc.y(), spriteId); | 34 | spritesByY_[static_cast<size_t>(sprite.layer)].emplace(newLoc.y(), spriteId); |
34 | } | 35 | } |
35 | if (sprite.collidable) { | 36 | if (sprite.collidable) { |
36 | addCollidable(spriteId); | 37 | addCollidable(spriteId); |
@@ -216,8 +217,19 @@ void TransformSystem::removeCollidable(int spriteId) { | |||
216 | downCollidables_.erase({ colUL.y(), spriteId }); | 217 | downCollidables_.erase({ colUL.y(), spriteId }); |
217 | } | 218 | } |
218 | 219 | ||
220 | void TransformSystem::destroySprite(int spriteId) { | ||
221 | Sprite& sprite = game_.getSprite(spriteId); | ||
222 | spritesByY_[static_cast<size_t>(sprite.layer)].erase(std::make_tuple(sprite.loc.y(), spriteId)); | ||
223 | |||
224 | if (sprite.collidable) { | ||
225 | removeCollidable(spriteId); | ||
226 | } | ||
227 | } | ||
228 | |||
219 | void TransformSystem::clearSpriteCache() { | 229 | void TransformSystem::clearSpriteCache() { |
220 | spritesByY_.clear(); | 230 | for (auto& layer : spritesByY_) { |
231 | layer.clear(); | ||
232 | } | ||
221 | leftCollidables_.clear(); | 233 | leftCollidables_.clear(); |
222 | rightCollidables_.clear(); | 234 | rightCollidables_.clear(); |
223 | upCollidables_.clear(); | 235 | upCollidables_.clear(); |