diff options
-rw-r--r-- | res/scripts/default.lua | 5 | ||||
-rw-r--r-- | src/input_system.cpp | 13 |
2 files changed, 18 insertions, 0 deletions
diff --git a/res/scripts/default.lua b/res/scripts/default.lua new file mode 100644 index 0000000..6188c36 --- /dev/null +++ b/res/scripts/default.lua | |||
@@ -0,0 +1,5 @@ | |||
1 | function default() | ||
2 | DisplayMessage("No problem here.", "", SpeakerType.NONE) | ||
3 | WaitForEndOfMessage() | ||
4 | HideCutsceneBars() | ||
5 | end | ||
diff --git a/src/input_system.cpp b/src/input_system.cpp index 5133e27..5158724 100644 --- a/src/input_system.cpp +++ b/src/input_system.cpp | |||
@@ -34,12 +34,19 @@ void InputSystem::tick(double dt) { | |||
34 | game_.getSystem<MessageSystem>().advanceText(); | 34 | game_.getSystem<MessageSystem>().advanceText(); |
35 | } else { | 35 | } else { |
36 | // Otherwise, check if there is a sprite in front of the player. | 36 | // Otherwise, check if there is a sprite in front of the player. |
37 | bool inFrontOfSomething = false; | ||
38 | bool activated = false; | ||
39 | |||
37 | for (int spriteId : game_.getSprites()) { | 40 | for (int spriteId : game_.getSprites()) { |
38 | Sprite& sprite = game_.getSprite(spriteId); | 41 | Sprite& sprite = game_.getSprite(spriteId); |
39 | if (sprite.controllable) { | 42 | if (sprite.controllable) { |
40 | vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * MOVEMENT_SPEED); | 43 | vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * MOVEMENT_SPEED); |
41 | CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir); | 44 | CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir); |
42 | 45 | ||
46 | if (collision.horiz.blocked || collision.vert.blocked) { | ||
47 | inFrontOfSomething = true; | ||
48 | } | ||
49 | |||
43 | // If there is a sprite to be interacted with, rotate that sprite so it is facing the player. | 50 | // If there is a sprite to be interacted with, rotate that sprite so it is facing the player. |
44 | // Then, run its interaction script if present. | 51 | // Then, run its interaction script if present. |
45 | if (collision.horiz.colliderSprite != -1) { | 52 | if (collision.horiz.colliderSprite != -1) { |
@@ -48,6 +55,7 @@ void InputSystem::tick(double dt) { | |||
48 | Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); | 55 | Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); |
49 | if (collider.interactionScript != "") { | 56 | if (collider.interactionScript != "") { |
50 | game_.getSystem<ScriptSystem>().runScript(collider.interactionScript); | 57 | game_.getSystem<ScriptSystem>().runScript(collider.interactionScript); |
58 | activated = true; | ||
51 | } | 59 | } |
52 | } else if (collision.vert.colliderSprite != -1) { | 60 | } else if (collision.vert.colliderSprite != -1) { |
53 | game_.getSystem<AnimationSystem>().setSpriteDirection(collision.vert.colliderSprite, oppositeDirection(sprite.dir)); | 61 | game_.getSystem<AnimationSystem>().setSpriteDirection(collision.vert.colliderSprite, oppositeDirection(sprite.dir)); |
@@ -55,10 +63,15 @@ void InputSystem::tick(double dt) { | |||
55 | Sprite& collider = game_.getSprite(collision.vert.colliderSprite); | 63 | Sprite& collider = game_.getSprite(collision.vert.colliderSprite); |
56 | if (collider.interactionScript != "") { | 64 | if (collider.interactionScript != "") { |
57 | game_.getSystem<ScriptSystem>().runScript(collider.interactionScript); | 65 | game_.getSystem<ScriptSystem>().runScript(collider.interactionScript); |
66 | activated = true; | ||
58 | } | 67 | } |
59 | } | 68 | } |
60 | } | 69 | } |
61 | } | 70 | } |
71 | |||
72 | if (inFrontOfSomething && !activated) { | ||
73 | game_.getSystem<ScriptSystem>().runScript("default"); | ||
74 | } | ||
62 | } | 75 | } |
63 | } | 76 | } |
64 | } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { | 77 | } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { |