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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
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')
-rw-r--r--src/camera_system.cpp4
-rw-r--r--src/camera_system.h2
-rw-r--r--src/character_system.cpp34
-rw-r--r--src/character_system.h4
-rw-r--r--src/game.cpp75
-rw-r--r--src/game.h6
-rw-r--r--src/main.cpp42
-rw-r--r--src/script_system.cpp11
-rw-r--r--src/sprite.h1
-rw-r--r--src/system.h2
-rw-r--r--src/transform_system.cpp10
-rw-r--r--src/transform_system.h2
12 files changed, 108 insertions, 85 deletions
diff --git a/src/camera_system.cpp b/src/camera_system.cpp index 2d7be61..c46b9dd 100644 --- a/src/camera_system.cpp +++ b/src/camera_system.cpp
@@ -45,10 +45,6 @@ void CameraSystem::destroySprite(int spriteId) {
45 } 45 }
46} 46}
47 47
48void CameraSystem::clearSpriteCache() {
49 followingSprite_ = -1;
50}
51
52vec2i CameraSystem::calculatePosWithCenter(vec2i center) const { 48vec2i CameraSystem::calculatePosWithCenter(vec2i center) const {
53 const Map& map = game_.getMap(); 49 const Map& map = game_.getMap();
54 vec2i mapBounds = map.getMapSize() * map.getTileSize(); 50 vec2i mapBounds = map.getMapSize() * map.getTileSize();
diff --git a/src/camera_system.h b/src/camera_system.h index a2dee93..8c9419c 100644 --- a/src/camera_system.h +++ b/src/camera_system.h
@@ -35,8 +35,6 @@ public:
35 35
36 void destroySprite(int spriteId) override; 36 void destroySprite(int spriteId) override;
37 37
38 void clearSpriteCache() override;
39
40private: 38private:
41 39
42 vec2i calculatePosWithCenter(vec2i center) const; 40 vec2i calculatePosWithCenter(vec2i center) const;
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
42void 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
42void CharacterSystem::moveInDirection(int spriteId, Direction dir) { 68void 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
270void CharacterSystem::clearSpriteCache() {
271 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) {
272 if (sprite.runningSfxChannel != -1) {
273 stopRunningSound(sprite);
274 }
275 }
276}
diff --git a/src/character_system.h b/src/character_system.h index 72a2585..8c2ea54 100644 --- a/src/character_system.h +++ b/src/character_system.h
@@ -23,6 +23,8 @@ public:
23 23
24 void addSpriteToParty(int leaderId, int followerId); 24 void addSpriteToParty(int leaderId, int followerId);
25 25
26 void transplantParty(int leaderId, vec2i pos, Direction dir);
27
26 void moveInDirection(int spriteId, Direction dir); 28 void moveInDirection(int spriteId, Direction dir);
27 29
28 void stopDirecting(int spriteId); 30 void stopDirecting(int spriteId);
@@ -37,8 +39,6 @@ public:
37 39
38 void destroySprite(int spriteId) override; 40 void destroySprite(int spriteId) override;
39 41
40 void clearSpriteCache() override;
41
42private: 42private:
43 43
44 void stopRunning(int spriteId); 44 void stopRunning(int spriteId);
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}
diff --git a/src/game.h b/src/game.h index 736fa7a..9340c65 100644 --- a/src/game.h +++ b/src/game.h
@@ -1,6 +1,7 @@
1#ifndef GAME_H_E6F1396E 1#ifndef GAME_H_E6F1396E
2#define GAME_H_E6F1396E 2#define GAME_H_E6F1396E
3 3
4#include <deque>
4#include <list> 5#include <list>
5#include <range/v3/all.hpp> 6#include <range/v3/all.hpp>
6#include <vector> 7#include <vector>
@@ -76,7 +77,7 @@ public:
76 }); 77 });
77 } 78 }
78 79
79 void loadMap(std::string filename, std::string warpPoint, Direction dir); 80 void loadMap(std::string filename);
80 81
81 const Map& getMap() const { return *map_; } 82 const Map& getMap() const { return *map_; }
82 83
@@ -84,8 +85,6 @@ public:
84 85
85private: 86private:
86 87
87 void clearSprites();
88
89 Mixer mixer_; 88 Mixer mixer_;
90 bool shouldQuit_ = false; 89 bool shouldQuit_ = false;
91 90
@@ -93,6 +92,7 @@ private:
93 std::map<SystemKey, System*> systemByKey_; 92 std::map<SystemKey, System*> systemByKey_;
94 93
95 std::set<int> spriteIds_; 94 std::set<int> spriteIds_;
95 std::deque<int> idsToReuse_;
96 std::vector<Sprite> sprites_; 96 std::vector<Sprite> sprites_;
97 std::map<std::string, int> spritesByAlias_; 97 std::map<std::string, int> spritesByAlias_;
98 std::unique_ptr<Map> map_; 98 std::unique_ptr<Map> map_;
diff --git a/src/main.cpp b/src/main.cpp index 79fa306..f220dc0 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -24,8 +24,46 @@ void loop(Renderer& renderer) {
24 game.emplaceSystem<MessageSystem>(); 24 game.emplaceSystem<MessageSystem>();
25 game.emplaceSystem<EffectSystem>(); 25 game.emplaceSystem<EffectSystem>();
26 26
27 game.loadMap("map2", "debugWarp_mailboxes", Direction::down); 27 game.loadMap("map2");
28 game.getSprite(game.getSpriteByAlias("lucas")).controllable = true; 28
29 vec2i warpLoc = game.getMap().getWarpPoint("debugWarp_mailboxes");
30
31 int lucasSprite = game.emplaceSprite("lucas");
32 game.getSystem<TransformSystem>().initSprite(lucasSprite, warpLoc);
33 game.getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
34 game.getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt");
35 game.getSystem<AnimationSystem>().setSpriteDirection(lucasSprite, Direction::down);
36 game.getSprite(lucasSprite).hasShadow = true;
37 game.getSprite(lucasSprite).player = true;
38 game.getSprite(lucasSprite).controllable = true;
39 game.getSprite(lucasSprite).persistent = true;
40 game.getSystem<CharacterSystem>().initSprite(lucasSprite);
41 game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
42 game.getSystem<CameraSystem>().unlockCamera();
43
44 int kumaSprite = game.emplaceSprite("kuma");
45 game.getSystem<TransformSystem>().initSprite(kumaSprite, warpLoc);
46 game.getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt");
47 game.getSystem<AnimationSystem>().setSpriteDirection(kumaSprite, Direction::down);
48 game.getSprite(kumaSprite).hasShadow = true;
49 game.getSprite(kumaSprite).persistent = true;
50 game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite);
51
52 int dusterSprite = game.emplaceSprite("duster");
53 game.getSystem<TransformSystem>().initSprite(dusterSprite, warpLoc);
54 game.getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/sprites/duster_anim.txt");
55 game.getSystem<AnimationSystem>().setSpriteDirection(dusterSprite, Direction::down);
56 game.getSprite(dusterSprite).hasShadow = true;
57 game.getSprite(dusterSprite).persistent = true;
58 game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite);
59
60 int boneySprite = game.emplaceSprite("boney");
61 game.getSystem<TransformSystem>().initSprite(boneySprite, warpLoc);
62 game.getSystem<AnimationSystem>().initSprite(boneySprite, "../res/sprites/boney_anim.txt");
63 game.getSystem<AnimationSystem>().setSpriteDirection(boneySprite, Direction::down);
64 game.getSprite(boneySprite).hasShadow = true;
65 game.getSprite(boneySprite).persistent = true;
66 game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite);
29 67
30 renderer.render(game); 68 renderer.render(game);
31 69
diff --git a/src/script_system.cpp b/src/script_system.cpp index 8674f97..090bf46 100644 --- a/src/script_system.cpp +++ b/src/script_system.cpp
@@ -54,6 +54,7 @@ ScriptSystem::ScriptSystem(Game& game) : game_(game) {
54 54
55 engine_.new_usertype<CharacterSystem>( 55 engine_.new_usertype<CharacterSystem>(
56 "character", 56 "character",
57 "transplantParty", &CharacterSystem::transplantParty,
57 "startRunning", &CharacterSystem::startRunning, 58 "startRunning", &CharacterSystem::startRunning,
58 "halt", &CharacterSystem::halt); 59 "halt", &CharacterSystem::halt);
59 60
@@ -165,8 +166,14 @@ ScriptSystem::ScriptSystem(Game& game) : game_(game) {
165 166
166 engine_.set_function( 167 engine_.set_function(
167 "loadMap", 168 "loadMap",
168 [&] (std::string filename, std::string warpPoint, Direction dir) { 169 [&] (std::string filename) {
169 game_.loadMap(filename, warpPoint, dir); 170 game_.loadMap(filename);
171 });
172
173 engine_.set_function(
174 "getWarpPoint",
175 [&] (std::string warp) {
176 return game_.getMap().getWarpPoint(warp);
170 }); 177 });
171 178
172 engine_.script_file("../res/scripts/common.lua"); 179 engine_.script_file("../res/scripts/common.lua");
diff --git a/src/sprite.h b/src/sprite.h index 84b161f..19dbf92 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -42,6 +42,7 @@ class Sprite {
42public: 42public:
43 43
44 std::string alias; 44 std::string alias;
45 bool persistent = false;
45 46
46 // Transform 47 // Transform
47 vec2i loc { 0, 0 }; 48 vec2i loc { 0, 0 };
diff --git a/src/system.h b/src/system.h index 0cdc205..01d6cec 100644 --- a/src/system.h +++ b/src/system.h
@@ -18,8 +18,6 @@ public:
18 virtual void tick(double dt) {} 18 virtual void tick(double dt) {}
19 19
20 virtual void destroySprite(int spriteId) {} 20 virtual void destroySprite(int spriteId) {}
21
22 virtual void clearSpriteCache() {}
23}; 21};
24 22
25#endif /* end of include guard: SYSTEM_H_6B40E1B9 */ 23#endif /* end of include guard: SYSTEM_H_6B40E1B9 */
diff --git a/src/transform_system.cpp b/src/transform_system.cpp index 6e04d70..144477b 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp
@@ -225,13 +225,3 @@ void TransformSystem::destroySprite(int spriteId) {
225 removeCollidable(spriteId); 225 removeCollidable(spriteId);
226 } 226 }
227} 227}
228
229void TransformSystem::clearSpriteCache() {
230 for (auto& layer : spritesByY_) {
231 layer.clear();
232 }
233 leftCollidables_.clear();
234 rightCollidables_.clear();
235 upCollidables_.clear();
236 downCollidables_.clear();
237}
diff --git a/src/transform_system.h b/src/transform_system.h index a21b93b..4ee481e 100644 --- a/src/transform_system.h +++ b/src/transform_system.h
@@ -47,8 +47,6 @@ public:
47 47
48 void destroySprite(int spriteId) override; 48 void destroySprite(int spriteId) override;
49 49
50 void clearSpriteCache() override;
51
52private: 50private:
53 51
54 Game& game_; 52 Game& game_;