summary refs log tree commit diff stats
path: root/src
diff options
context:
space:
mode:
authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-23 22:22:49 -0500
committerStar Rauchenberger <fefferburbia@gmail.com>2021-02-24 16:00:53 -0500
commitb06b259c54e09f1a4026191d6eec9684599bd370 (patch)
treef31b241c3da5559d388d97bf9e65c2104f4652e8 /src
parentae654356f843bb42a3c72d57b528d87aa63cf66d (diff)
downloadtanetane-b06b259c54e09f1a4026191d6eec9684599bd370.tar.gz
tanetane-b06b259c54e09f1a4026191d6eec9684599bd370.tar.bz2
tanetane-b06b259c54e09f1a4026191d6eec9684599bd370.zip
Started working on ladders
TODO:
* all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig)
* does the medium stuff seem good and right? i am kinda not satisfied with it.
* running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled
* no ladder running sound
* shadows should vanish while on a ladder
* uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk
* adding a sprite to your party while you are on a ladder??
Diffstat (limited to 'src')
-rw-r--r--src/animation_system.cpp20
-rw-r--r--src/animation_system.h3
-rw-r--r--src/character_system.cpp122
-rw-r--r--src/character_system.h3
-rw-r--r--src/map.cpp22
-rw-r--r--src/map.h4
-rw-r--r--src/sprite.h10
-rw-r--r--src/transform_system.cpp31
-rw-r--r--src/transform_system.h2
9 files changed, 182 insertions, 35 deletions
diff --git a/src/animation_system.cpp b/src/animation_system.cpp index d23eae2..a280aee 100644 --- a/src/animation_system.cpp +++ b/src/animation_system.cpp
@@ -65,7 +65,7 @@ void AnimationSystem::initSprite(int spriteId, std::string_view filename) {
65 std::string animLine; 65 std::string animLine;
66 std::getline(datafile, animLine); // blank 66 std::getline(datafile, animLine); // blank
67 while (std::getline(datafile, animLine)) { 67 while (std::getline(datafile, animLine)) {
68 std::regex re(R"(([a-z!_]+)\[([a-z_]+)\]: ([0-9,]+))"); 68 std::regex re(R"(([a-z!._]+)\[([a-z_]+)\]: ([0-9,]+))");
69 std::smatch m; 69 std::smatch m;
70 std::regex_match(animLine, m, re); 70 std::regex_match(animLine, m, re);
71 71
@@ -78,6 +78,8 @@ void AnimationSystem::initSprite(int spriteId, std::string_view filename) {
78 78
79 if (animName.back() == '!') { 79 if (animName.back() == '!') {
80 anim.looping = false; 80 anim.looping = false;
81 } else if (animName.back() == '.') {
82 anim.manual = true;
81 } 83 }
82 84
83 int animId = sprite.animations.size(); 85 int animId = sprite.animations.size();
@@ -96,7 +98,7 @@ void AnimationSystem::tick(double dt) {
96 animTimer_.accumulate(dt); 98 animTimer_.accumulate(dt);
97 while (animTimer_.step()) { 99 while (animTimer_.step()) {
98 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { 100 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) {
99 if (sprite.isAnimated && !sprite.animFinished) { 101 if (sprite.isAnimated && !sprite.animFinished && !sprite.animPaused) {
100 sprite.animationFrame++; 102 sprite.animationFrame++;
101 103
102 if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size()) { 104 if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size()) {
@@ -112,6 +114,19 @@ void AnimationSystem::tick(double dt) {
112 } 114 }
113} 115}
114 116
117void AnimationSystem::advanceAnimation(int spriteId) {
118 Sprite& sprite = game_.getSprite(spriteId);
119 Animation& animation = sprite.animations[sprite.animationId];
120
121 if (animation.manual) {
122 sprite.animationFrame++;
123
124 if (sprite.animationFrame >= animation.frameIndices.size()) {
125 sprite.animationFrame = 0;
126 }
127 }
128}
129
115void AnimationSystem::setSpriteDirection(int spriteId, Direction dir) { 130void AnimationSystem::setSpriteDirection(int spriteId, Direction dir) {
116 Sprite& sprite = game_.getSprite(spriteId); 131 Sprite& sprite = game_.getSprite(spriteId);
117 if (sprite.dir != dir) { 132 if (sprite.dir != dir) {
@@ -133,4 +148,5 @@ void AnimationSystem::updateAnimation(int spriteId) {
133 sprite.animationId = sprite.nameDirToAnim[sprite.animationName][sprite.dir]; 148 sprite.animationId = sprite.nameDirToAnim[sprite.animationName][sprite.dir];
134 sprite.animationFrame = 0; 149 sprite.animationFrame = 0;
135 sprite.animFinished = false; 150 sprite.animFinished = false;
151 sprite.animPaused = false;
136} 152}
diff --git a/src/animation_system.h b/src/animation_system.h index a116673..8352c19 100644 --- a/src/animation_system.h +++ b/src/animation_system.h
@@ -17,6 +17,9 @@ public:
17 17
18 void tick(double dt) override; 18 void tick(double dt) override;
19 19
20 // Advances animation by a frame. Only to be used on manual animations.
21 void advanceAnimation(int spriteId);
22
20 void initSprite(int spriteId, std::string_view filename); 23 void initSprite(int spriteId, std::string_view filename);
21 24
22 void setSpriteDirection(int spriteId, Direction dir); 25 void setSpriteDirection(int spriteId, Direction dir);
diff --git a/src/character_system.cpp b/src/character_system.cpp index 99b6929..27c2280 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -34,7 +34,7 @@ void CharacterSystem::addSpriteToParty(int leaderId, int followerId) {
34 34
35 for (int i=0; i<truePartyDelay; i++) { 35 for (int i=0; i<truePartyDelay; i++) {
36 vec2i tween = ((follower.loc - targetPos) * i) / static_cast<double>(truePartyDelay) + targetPos; 36 vec2i tween = ((follower.loc - targetPos) * i) / static_cast<double>(truePartyDelay) + targetPos;
37 follower.trail.push_front({.pos = tween, .dir = toFace}); 37 follower.trail.push_front({.pos = tween, .dir = toFace, .medium = CharacterMedium::Normal});
38 } 38 }
39 39
40 leader.followers.push_back(followerId); 40 leader.followers.push_back(followerId);
@@ -70,14 +70,31 @@ void CharacterSystem::transplantParty(int leaderId, vec2i pos, Direction dir) {
70 70
71void CharacterSystem::moveInDirection(int spriteId, Direction dir) { 71void CharacterSystem::moveInDirection(int spriteId, Direction dir) {
72 Sprite& sprite = game_.getSprite(spriteId); 72 Sprite& sprite = game_.getSprite(spriteId);
73 sprite.movementDir = dir;
73 74
74 game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir); 75 switch (sprite.characterMedium) {
76 case CharacterMedium::Normal: {
77 game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir);
78 break;
79 }
80 case CharacterMedium::Ladder: {
81 if (dirHasDir(dir, Direction::up)) {
82 game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, Direction::up);
83 } else if (dirHasDir(dir, Direction::down)) {
84 game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, Direction::down);
85 }
86 break;
87 }
88 }
75 89
76 if (sprite.characterState == CharacterState::Still) { 90 if (sprite.characterState == CharacterState::Still) {
77 setPartyState(spriteId, CharacterState::Walking); 91 setPartyState(spriteId, CharacterState::Walking);
78 } else if (sprite.characterState == CharacterState::Crouching) { 92 } else if (sprite.characterState == CharacterState::Crouching) {
79 for (int followerId : sprite.followers) { 93 for (int followerId : sprite.followers) {
80 game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); 94 Sprite& follower = game_.getSprite(followerId);
95 if (follower.characterMedium == CharacterMedium::Normal) {
96 game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir);
97 }
81 } 98 }
82 } 99 }
83} 100}
@@ -107,14 +124,18 @@ void CharacterSystem::tick(double dt) {
107 } 124 }
108 125
109 int speed = sprite.movementSpeed; 126 int speed = sprite.movementSpeed;
110 if (sprite.characterState == CharacterState::Running) { 127 if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) {
111 speed *= 2; 128 speed *= 2;
112 } 129 }
113 130
114 pLoc += (unitVecInDirection(sprite.dir) * speed); 131 if (sprite.characterMedium == CharacterMedium::Ladder) {
132 //game_.getSystem<AnimationSystem>().advanceAnimation(spriteId);
133 }
134
135 pLoc += (unitVecInDirection(sprite.movementDir) * speed);
115 136
116 // Check collision. 137 // Check collision.
117 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.dir); 138 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, pLoc, sprite.movementDir);
118 bool blocked = collision.horiz.blocked || collision.vert.blocked; 139 bool blocked = collision.horiz.blocked || collision.vert.blocked;
119 140
120 if (collision.horiz.blocked && !sprite.clipping) { 141 if (collision.horiz.blocked && !sprite.clipping) {
@@ -146,6 +167,12 @@ void CharacterSystem::tick(double dt) {
146 if (pLoc != sprite.loc) { 167 if (pLoc != sprite.loc) {
147 game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); 168 game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc);
148 169
170 CharacterMedium newMedium = game_.getSystem<TransformSystem>().getMediumAtPosition(spriteId, pLoc);
171 if (newMedium != sprite.characterMedium) {
172 sprite.characterMedium = newMedium;
173 setAnimationFor(spriteId, sprite.characterState);
174 }
175
149 if (sprite.characterState == CharacterState::Running) { 176 if (sprite.characterState == CharacterState::Running) {
150 const Map& map = game_.getMap(); 177 const Map& map = game_.getMap();
151 178
@@ -164,12 +191,20 @@ void CharacterSystem::tick(double dt) {
164 191
165 for (int followerId : sprite.followers) { 192 for (int followerId : sprite.followers) {
166 Sprite& pNext = game_.getSprite(followerId); 193 Sprite& pNext = game_.getSprite(followerId);
194 if (pNext.characterMedium == CharacterMedium::Ladder) {
195 //game_.getSystem<AnimationSystem>().advanceAnimation(followerId);
196 }
197
167 const Movement& posdir = pNext.trail.front(); 198 const Movement& posdir = pNext.trail.front();
168 game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos); 199 game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos);
169 game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir); 200 game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir);
201 if (posdir.medium != pNext.characterMedium) {
202 pNext.characterMedium = posdir.medium;
203 setAnimationFor(followerId, sprite.characterState);
204 }
170 205
171 pNext.trail.pop_front(); 206 pNext.trail.pop_front();
172 pNext.trail.push_back({.pos = pLoc, .dir = sprite.dir}); 207 pNext.trail.push_back({.pos = pLoc, .dir = sprite.dir, .medium = sprite.characterMedium});
173 } 208 }
174 } 209 }
175 } 210 }
@@ -180,6 +215,10 @@ void CharacterSystem::tick(double dt) {
180void CharacterSystem::beginCrouch(int spriteId) { 215void CharacterSystem::beginCrouch(int spriteId) {
181 Sprite& sprite = game_.getSprite(spriteId); 216 Sprite& sprite = game_.getSprite(spriteId);
182 217
218 if (sprite.characterMedium == CharacterMedium::Ladder) {
219 return;
220 }
221
183 if (sprite.characterState == CharacterState::Running) { 222 if (sprite.characterState == CharacterState::Running) {
184 stopRunning(spriteId); 223 stopRunning(spriteId);
185 } else { 224 } else {
@@ -242,32 +281,12 @@ void CharacterSystem::stopRunning(int spriteId) {
242} 281}
243 282
244void CharacterSystem::setPartyState(int spriteId, CharacterState state) { 283void CharacterSystem::setPartyState(int spriteId, CharacterState state) {
245 std::string animName;
246 switch (state) {
247 case CharacterState::Still: {
248 animName = "still";
249 break;
250 }
251 case CharacterState::Walking: {
252 animName = "walk";
253 break;
254 }
255 case CharacterState::Crouching: {
256 animName = "crouch";
257 break;
258 }
259 case CharacterState::Running: {
260 animName = "run";
261 break;
262 }
263 }
264
265 Sprite& sprite = game_.getSprite(spriteId); 284 Sprite& sprite = game_.getSprite(spriteId);
266 sprite.characterState = state; 285 sprite.characterState = state;
267 286
268 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); 287 setAnimationFor(spriteId, state);
269 for (int followerId : sprite.followers) { 288 for (int followerId : sprite.followers) {
270 game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, animName); 289 setAnimationFor(followerId, state);
271 } 290 }
272} 291}
273 292
@@ -297,3 +316,48 @@ void CharacterSystem::destroySprite(int spriteId) {
297 stopRunningSound(sprite); 316 stopRunningSound(sprite);
298 } 317 }
299} 318}
319
320void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) {
321 Sprite& sprite = game_.getSprite(spriteId);
322 std::string animName;
323
324 switch (sprite.characterMedium) {
325 case CharacterMedium::Normal: {
326 std::string animName;
327
328 switch (state) {
329 case CharacterState::Still: {
330 animName = "still";
331 break;
332 }
333 case CharacterState::Walking: {
334 animName = "walk";
335 break;
336 }
337 case CharacterState::Crouching: {
338 animName = "crouch";
339 break;
340 }
341 case CharacterState::Running: {
342 animName = "run";
343 break;
344 }
345 }
346
347 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName);
348
349 break;
350 }
351 case CharacterMedium::Ladder: {
352 game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "climb.");
353
354 if (state == CharacterState::Still || state == CharacterState::Crouching) {
355 sprite.animPaused = true;
356 } else {
357 sprite.animPaused = false;
358 }
359
360 break;
361 }
362 }
363}
diff --git a/src/character_system.h b/src/character_system.h index 79c1710..ef49d0e 100644 --- a/src/character_system.h +++ b/src/character_system.h
@@ -47,6 +47,9 @@ private:
47 47
48 void stopRunningSound(Sprite& sprite); 48 void stopRunningSound(Sprite& sprite);
49 49
50 // state should be the party leader's state
51 void setAnimationFor(int spriteId, CharacterState state);
52
50 Game& game_; 53 Game& game_;
51 Timer inputTimer_ {33}; 54 Timer inputTimer_ {33};
52}; 55};
diff --git a/src/map.cpp b/src/map.cpp index 4781231..0425962 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -44,6 +44,10 @@ Map::Map(std::string_view name) : name_(name) {
44 tile.blocked = true; 44 tile.blocked = true;
45 } else if (property.getName() == "runSound") { 45 } else if (property.getName() == "runSound") {
46 tile.step = stepTypeFromString(property.getStringValue()); 46 tile.step = stepTypeFromString(property.getStringValue());
47 } else if (property.getName() == "medium") {
48 if (property.getStringValue() == "ladder") {
49 tile.medium = CharacterMedium::Ladder;
50 }
47 } 51 }
48 } 52 }
49 53
@@ -178,3 +182,21 @@ StepType Map::getStepType(int x, int y) const {
178 182
179 return StepType::none; 183 return StepType::none;
180} 184}
185
186CharacterMedium Map::getMedium(int x, int y) const {
187 CharacterMedium ret = CharacterMedium::Normal;
188
189 if (x < 0 || y < 0 || x >= mapSize_.w() || y >= mapSize_.h()) {
190 return ret;
191 }
192
193 int i = x + y * mapSize_.w();
194
195 for (const std::vector<Tile>& layer : lowerLayers_) {
196 if (layer.at(i).medium > ret) {
197 ret = layer.at(i).medium;
198 }
199 }
200
201 return ret;
202}
diff --git a/src/map.h b/src/map.h index 9467d75..1a88cc8 100644 --- a/src/map.h +++ b/src/map.h
@@ -7,6 +7,7 @@
7#include <vector> 7#include <vector>
8#include "vector.h" 8#include "vector.h"
9#include "step_type.h" 9#include "step_type.h"
10#include "sprite.h"
10 11
11struct Tile { 12struct Tile {
12 unsigned int id = 0; 13 unsigned int id = 0;
@@ -14,6 +15,7 @@ struct Tile {
14 bool flipVertical = false; 15 bool flipVertical = false;
15 bool blocked = false; 16 bool blocked = false;
16 StepType step = StepType::none; 17 StepType step = StepType::none;
18 CharacterMedium medium = CharacterMedium::Normal;
17}; 19};
18 20
19struct Prototype { 21struct Prototype {
@@ -64,6 +66,8 @@ public:
64 66
65 StepType getStepType(int x, int y) const; 67 StepType getStepType(int x, int y) const;
66 68
69 CharacterMedium getMedium(int x, int y) const;
70
67 const std::vector<Prototype>& getPrototypes() const { return prototypes_; } 71 const std::vector<Prototype>& getPrototypes() const { return prototypes_; }
68 72
69 const vec2i& getWarpPoint(const std::string& name) const { return warpPoints_.at(name); } 73 const vec2i& getWarpPoint(const std::string& name) const { return warpPoints_.at(name); }
diff --git a/src/sprite.h b/src/sprite.h index 3d2e9df..59d2caf 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -23,6 +23,7 @@ struct SpriteFrame {
23 23
24struct Animation { 24struct Animation {
25 bool looping = true; 25 bool looping = true;
26 bool manual = false;
26 std::vector<int> frameIndices; 27 std::vector<int> frameIndices;
27}; 28};
28 29
@@ -33,9 +34,15 @@ enum class CharacterState {
33 Running 34 Running
34}; 35};
35 36
37enum class CharacterMedium {
38 Normal,
39 Ladder
40};
41
36struct Movement { 42struct Movement {
37 vec2i pos; 43 vec2i pos;
38 Direction dir; 44 Direction dir;
45 CharacterMedium medium;
39}; 46};
40 47
41class Sprite { 48class Sprite {
@@ -68,6 +75,7 @@ public:
68 std::map<std::string, std::map<Direction, int>> nameDirToAnim; 75 std::map<std::string, std::map<Direction, int>> nameDirToAnim;
69 bool animFinished = false; 76 bool animFinished = false;
70 bool hasShadow = false; 77 bool hasShadow = false;
78 bool animPaused = false;
71 79
72 // Character 80 // Character
73 bool orientable = false; 81 bool orientable = false;
@@ -75,6 +83,8 @@ public:
75 std::vector<int> followers; 83 std::vector<int> followers;
76 std::deque<Movement> trail; 84 std::deque<Movement> trail;
77 CharacterState characterState = CharacterState::Still; 85 CharacterState characterState = CharacterState::Still;
86 CharacterMedium characterMedium = CharacterMedium::Normal;
87 Direction movementDir = Direction::down;
78 StepType stepType = StepType::none; 88 StepType stepType = StepType::none;
79 int runningSfxChannel = -1; 89 int runningSfxChannel = -1;
80 bool clipping = false; 90 bool clipping = false;
diff --git a/src/transform_system.cpp b/src/transform_system.cpp index ee392f1..4056f46 100644 --- a/src/transform_system.cpp +++ b/src/transform_system.cpp
@@ -72,7 +72,7 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
72 enclosureZone = &map.getZone(sprite.enclosureZone); 72 enclosureZone = &map.getZone(sprite.enclosureZone);
73 } 73 }
74 74
75 if (dirHasDir(sprite.dir, Direction::right)) { 75 if (dirHasDir(dir, Direction::right)) {
76 if (newTileDR.x() > oldTileDR.x() && 76 if (newTileDR.x() > oldTileDR.x() &&
77 newColDR.x() < mapBounds.w()) { 77 newColDR.x() < mapBounds.w()) {
78 for (int y = newTileUL.y(); y <= newTileDR.y(); y++) { 78 for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
@@ -113,7 +113,7 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
113 } 113 }
114 } 114 }
115 115
116 if (dirHasDir(sprite.dir, Direction::left)) { 116 if (dirHasDir(dir, Direction::left)) {
117 if (newTileUL.x() < oldTileUL.x() && 117 if (newTileUL.x() < oldTileUL.x() &&
118 newColUL.x() >= 0) { 118 newColUL.x() >= 0) {
119 for (int y = newTileUL.y(); y <= newTileDR.y(); y++) { 119 for (int y = newTileUL.y(); y <= newTileDR.y(); y++) {
@@ -154,7 +154,7 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
154 } 154 }
155 } 155 }
156 156
157 if (dirHasDir(sprite.dir, Direction::down)) { 157 if (dirHasDir(dir, Direction::down)) {
158 if (newTileDR.y() > oldTileDR.y() && 158 if (newTileDR.y() > oldTileDR.y() &&
159 newColDR.y() < mapBounds.h()) { 159 newColDR.y() < mapBounds.h()) {
160 for (int x = newTileUL.x(); x <= newTileDR.x(); x++) { 160 for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
@@ -195,7 +195,7 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
195 } 195 }
196 } 196 }
197 197
198 if (dirHasDir(sprite.dir, Direction::up)) { 198 if (dirHasDir(dir, Direction::up)) {
199 if (newTileUL.y() < oldTileUL.y() && 199 if (newTileUL.y() < oldTileUL.y() &&
200 newColUL.y() >= 0) { 200 newColUL.y() >= 0) {
201 for (int x = newTileUL.x(); x <= newTileDR.x(); x++) { 201 for (int x = newTileUL.x(); x <= newTileDR.x(); x++) {
@@ -239,6 +239,29 @@ CollisionResult TransformSystem::checkCollision(int spriteId, vec2i newLoc, Dire
239 return result; 239 return result;
240} 240}
241 241
242CharacterMedium TransformSystem::getMediumAtPosition(int spriteId, vec2i newLoc) {
243 Sprite& sprite = game_.getSprite(spriteId);
244
245 const Map& map = game_.getMap();
246
247 vec2i newColUL = newLoc + sprite.collisionOffset;
248 vec2i newColDR = newColUL + sprite.collisionSize;
249 vec2i newTileUL = newColUL / map.getTileSize();
250 vec2i newTileDR = newColDR / map.getTileSize();
251
252 CharacterMedium result = CharacterMedium::Normal;
253 for (int y=newTileUL.y(); y<=newTileDR.y(); y++) {
254 for (int x=newTileUL.x(); x<=newTileDR.x(); x++) {
255 CharacterMedium tileMedium = map.getMedium(x, y);
256 if (tileMedium > result) {
257 result = tileMedium;
258 }
259 }
260 }
261
262 return result;
263}
264
242void TransformSystem::addCollidable(int spriteId) { 265void TransformSystem::addCollidable(int spriteId) {
243 Sprite& sprite = game_.getSprite(spriteId); 266 Sprite& sprite = game_.getSprite(spriteId);
244 267
diff --git a/src/transform_system.h b/src/transform_system.h index d894b30..a07447c 100644 --- a/src/transform_system.h +++ b/src/transform_system.h
@@ -47,6 +47,8 @@ public:
47 47
48 CollisionResult checkCollision(int spriteId, vec2i newLoc, Direction dir); 48 CollisionResult checkCollision(int spriteId, vec2i newLoc, Direction dir);
49 49
50 CharacterMedium getMediumAtPosition(int spriteId, vec2i newLoc);
51
50 void destroySprite(int spriteId) override; 52 void destroySprite(int spriteId) override;
51 53
52private: 54private: