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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-24 11:45:06 -0500
committerStar Rauchenberger <fefferburbia@gmail.com>2021-02-24 16:00:53 -0500
commit2183e0b2a0a5bd9a3e15957b2ca27588574a169e (patch)
treea597aa04df23f2db3d065a2524a633b9844de654 /src
parent6f9e11252a6688248d0fcc7ae86947b67dce48f7 (diff)
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Fixed party trails when running on a ladder
Diffstat (limited to 'src')
-rw-r--r--src/character_system.cpp94
-rw-r--r--src/character_system.h2
-rw-r--r--src/sprite.h1
3 files changed, 61 insertions, 36 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 8a2034a..bc02e6c 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -11,6 +11,7 @@ void CharacterSystem::initSprite(int spriteId, int movementSpeed) {
11 Sprite& sprite = game_.getSprite(spriteId); 11 Sprite& sprite = game_.getSprite(spriteId);
12 sprite.orientable = true; 12 sprite.orientable = true;
13 sprite.movementSpeed = movementSpeed; 13 sprite.movementSpeed = movementSpeed;
14 sprite.trailsAreHalved = false;
14} 15}
15 16
16void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { 17void CharacterSystem::addSpriteToParty(int leaderId, int followerId) {
@@ -48,6 +49,7 @@ void CharacterSystem::transplantParty(int leaderId, vec2i pos, Direction dir) {
48 49
49 std::vector<int> followers = leader.followers; 50 std::vector<int> followers = leader.followers;
50 leader.followers.clear(); 51 leader.followers.clear();
52 leader.trailsAreHalved = false;
51 53
52 game_.getSystem<TransformSystem>().moveSprite(leaderId, pos); 54 game_.getSystem<TransformSystem>().moveSprite(leaderId, pos);
53 game_.getSystem<AnimationSystem>().setSpriteDirection(leaderId, dir); 55 game_.getSystem<AnimationSystem>().setSpriteDirection(leaderId, dir);
@@ -123,6 +125,7 @@ void CharacterSystem::tick(double dt) {
123 continue; 125 continue;
124 } 126 }
125 127
128 // Make sure this matches up with the code in adjustPartyTrails().
126 int speed = sprite.movementSpeed; 129 int speed = sprite.movementSpeed;
127 if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) { 130 if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) {
128 speed *= 2; 131 speed *= 2;
@@ -167,6 +170,7 @@ void CharacterSystem::tick(double dt) {
167 if (newMedium != sprite.characterMedium) { 170 if (newMedium != sprite.characterMedium) {
168 sprite.characterMedium = newMedium; 171 sprite.characterMedium = newMedium;
169 setAnimationFor(spriteId, sprite.characterState); 172 setAnimationFor(spriteId, sprite.characterState);
173 adjustPartyTrails(spriteId);
170 } 174 }
171 175
172 if (sprite.characterState == CharacterState::Running) { 176 if (sprite.characterState == CharacterState::Running) {
@@ -227,49 +231,15 @@ void CharacterSystem::endCrouch(int spriteId) {
227} 231}
228 232
229void CharacterSystem::startRunning(int spriteId) { 233void CharacterSystem::startRunning(int spriteId) {
230 Sprite& sprite = game_.getSprite(spriteId);
231 setPartyState(spriteId, CharacterState::Running); 234 setPartyState(spriteId, CharacterState::Running);
232 235 adjustPartyTrails(spriteId);
233 for (int followerId : sprite.followers) {
234 // Halve the movement buffer for the followers.
235 Sprite& follower = game_.getSprite(followerId);
236 std::deque<Movement> newMove;
237
238 while (!follower.trail.empty()) {
239 newMove.push_back(follower.trail.front());
240 follower.trail.pop_front();
241 follower.trail.pop_front();
242 }
243
244 follower.trail = std::move(newMove);
245 }
246} 236}
247 237
248void CharacterSystem::stopRunning(int spriteId) { 238void CharacterSystem::stopRunning(int spriteId) {
249 Sprite& sprite = game_.getSprite(spriteId); 239 Sprite& sprite = game_.getSprite(spriteId);
250 setPartyState(spriteId, CharacterState::Still); 240 setPartyState(spriteId, CharacterState::Still);
251 stopRunningSound(sprite); 241 stopRunningSound(sprite);
252 242 adjustPartyTrails(spriteId);
253 // Double the movement buffer for the followers.
254 for (int followerId : sprite.followers) {
255 Sprite& follower = game_.getSprite(followerId);
256
257 std::deque<Movement> newMove;
258 vec2i lastPos = follower.loc;
259
260 while (!follower.trail.empty()) {
261 Movement m1 = follower.trail.front();
262 Movement m2 = m1;
263 m1.pos = (m1.pos + lastPos) / 2;
264 lastPos = m2.pos;
265
266 newMove.push_back(m1);
267 newMove.push_back(m2);
268 follower.trail.pop_front();
269 }
270
271 follower.trail = std::move(newMove);
272 }
273} 243}
274 244
275void CharacterSystem::setPartyState(int spriteId, CharacterState state) { 245void CharacterSystem::setPartyState(int spriteId, CharacterState state) {
@@ -355,3 +325,55 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) {
355 } 325 }
356 } 326 }
357} 327}
328
329void CharacterSystem::adjustPartyTrails(int spriteId) {
330 Sprite& sprite = game_.getSprite(spriteId);
331
332 // Trails should be halved if the effective moving speed is twice the normal
333 // speed, which right now is whenever you are running and not on a ladder.
334 bool shouldBeHalved = false;
335 if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) {
336 shouldBeHalved = true;
337 }
338
339 if (sprite.trailsAreHalved != shouldBeHalved) {
340 sprite.trailsAreHalved = shouldBeHalved;
341
342 if (shouldBeHalved) {
343 // Halve the movement buffer for the followers.
344 for (int followerId : sprite.followers) {
345 Sprite& follower = game_.getSprite(followerId);
346 std::deque<Movement> newMove;
347
348 while (!follower.trail.empty()) {
349 newMove.push_back(follower.trail.front());
350 follower.trail.pop_front();
351 follower.trail.pop_front();
352 }
353
354 follower.trail = std::move(newMove);
355 }
356 } else {
357 // Double the movement buffer for the followers.
358 for (int followerId : sprite.followers) {
359 Sprite& follower = game_.getSprite(followerId);
360
361 std::deque<Movement> newMove;
362 vec2i lastPos = follower.loc;
363
364 while (!follower.trail.empty()) {
365 Movement m1 = follower.trail.front();
366 Movement m2 = m1;
367 m1.pos = (m1.pos + lastPos) / 2;
368 lastPos = m2.pos;
369
370 newMove.push_back(m1);
371 newMove.push_back(m2);
372 follower.trail.pop_front();
373 }
374
375 follower.trail = std::move(newMove);
376 }
377 }
378 }
379}
diff --git a/src/character_system.h b/src/character_system.h index ef49d0e..0962a6a 100644 --- a/src/character_system.h +++ b/src/character_system.h
@@ -50,6 +50,8 @@ private:
50 // state should be the party leader's state 50 // state should be the party leader's state
51 void setAnimationFor(int spriteId, CharacterState state); 51 void setAnimationFor(int spriteId, CharacterState state);
52 52
53 void adjustPartyTrails(int spriteId);
54
53 Game& game_; 55 Game& game_;
54 Timer inputTimer_ {33}; 56 Timer inputTimer_ {33};
55}; 57};
diff --git a/src/sprite.h b/src/sprite.h index 3c2eade..bb78442 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -83,6 +83,7 @@ public:
83 int movementSpeed = 0; // 1 is slow (good for NPCs), 2 is Lucas's default walking speed 83 int movementSpeed = 0; // 1 is slow (good for NPCs), 2 is Lucas's default walking speed
84 std::vector<int> followers; 84 std::vector<int> followers;
85 std::deque<Movement> trail; 85 std::deque<Movement> trail;
86 bool trailsAreHalved = false;
86 CharacterState characterState = CharacterState::Still; 87 CharacterState characterState = CharacterState::Still;
87 CharacterMedium characterMedium = CharacterMedium::Normal; 88 CharacterMedium characterMedium = CharacterMedium::Normal;
88 Direction movementDir = Direction::down; 89 Direction movementDir = Direction::down;