diff options
| -rw-r--r-- | CMakeLists.txt | 2 | ||||
| -rw-r--r-- | src/animation_system.cpp | 8 | ||||
| -rw-r--r-- | src/character_system.cpp | 229 | ||||
| -rw-r--r-- | src/character_system.h | 32 | ||||
| -rw-r--r-- | src/main.cpp | 18 | ||||
| -rw-r--r-- | src/party.cpp | 231 | ||||
| -rw-r--r-- | src/party.h | 46 | ||||
| -rw-r--r-- | src/sprite.h | 17 | ||||
| -rw-r--r-- | src/system.h | 3 |
9 files changed, 294 insertions, 292 deletions
| diff --git a/CMakeLists.txt b/CMakeLists.txt index f7b6790..65abfe1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt | |||
| @@ -35,12 +35,12 @@ add_executable(tanetane | |||
| 35 | src/main.cpp | 35 | src/main.cpp |
| 36 | src/renderer.cpp | 36 | src/renderer.cpp |
| 37 | src/mixer.cpp | 37 | src/mixer.cpp |
| 38 | src/party.cpp | ||
| 39 | src/game.cpp | 38 | src/game.cpp |
| 40 | src/map.cpp | 39 | src/map.cpp |
| 41 | src/transform_system.cpp | 40 | src/transform_system.cpp |
| 42 | src/camera_system.cpp | 41 | src/camera_system.cpp |
| 43 | src/animation_system.cpp | 42 | src/animation_system.cpp |
| 43 | src/character_system.cpp | ||
| 44 | ) | 44 | ) |
| 45 | 45 | ||
| 46 | set_property(TARGET tanetane PROPERTY CXX_STANDARD 17) | 46 | set_property(TARGET tanetane PROPERTY CXX_STANDARD 17) |
| diff --git a/src/animation_system.cpp b/src/animation_system.cpp index 3320e1d..cf34066 100644 --- a/src/animation_system.cpp +++ b/src/animation_system.cpp | |||
| @@ -91,9 +91,11 @@ void AnimationSystem::tick(double dt) { | |||
| 91 | animTimer_.accumulate(dt); | 91 | animTimer_.accumulate(dt); |
| 92 | while (animTimer_.step()) { | 92 | while (animTimer_.step()) { |
| 93 | for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { | 93 | for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { |
| 94 | sprite.animationFrame++; | 94 | if (sprite.isAnimated) { |
| 95 | if (sprite.animationFrame >= sprite.animations[sprite.animationId].size()) { | 95 | sprite.animationFrame++; |
| 96 | sprite.animationFrame = 0; | 96 | if (sprite.animationFrame >= sprite.animations[sprite.animationId].size()) { |
| 97 | sprite.animationFrame = 0; | ||
| 98 | } | ||
| 97 | } | 99 | } |
| 98 | } | 100 | } |
| 99 | } | 101 | } |
| diff --git a/src/character_system.cpp b/src/character_system.cpp new file mode 100644 index 0000000..64e2f3b --- /dev/null +++ b/src/character_system.cpp | |||
| @@ -0,0 +1,229 @@ | |||
| 1 | #include "character_system.h" | ||
| 2 | #include "consts.h" | ||
| 3 | #include "mixer.h" | ||
| 4 | #include "sprite.h" | ||
| 5 | #include "game.h" | ||
| 6 | #include "transform_system.h" | ||
| 7 | #include "animation_system.h" | ||
| 8 | |||
| 9 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | ||
| 10 | Sprite& leader = game_.getSprite(leaderId); | ||
| 11 | Sprite& follower = game_.getSprite(followerId); | ||
| 12 | |||
| 13 | int index = leader.followers.size() + 1; | ||
| 14 | follower.trail = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = follower.loc, .dir = follower.dir}); | ||
| 15 | |||
| 16 | leader.followers.push_back(followerId); | ||
| 17 | |||
| 18 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | ||
| 19 | } | ||
| 20 | |||
| 21 | void CharacterSystem::moveSprite(int spriteId, Mixer& mixer, const Input& keystate) { | ||
| 22 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 23 | Direction dir = sprite.dir; | ||
| 24 | |||
| 25 | if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) { | ||
| 26 | if (sprite.characterState != CharacterState::Running) { | ||
| 27 | if (sprite.characterState == CharacterState::Normal) { | ||
| 28 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "still"); | ||
| 29 | for (int followerId : sprite.followers) { | ||
| 30 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | ||
| 31 | } | ||
| 32 | } | ||
| 33 | |||
| 34 | return; | ||
| 35 | } | ||
| 36 | } else { | ||
| 37 | if (keystate.up) | ||
| 38 | { | ||
| 39 | dir = Direction::up; | ||
| 40 | } else if (keystate.down) | ||
| 41 | { | ||
| 42 | dir = Direction::down; | ||
| 43 | } | ||
| 44 | |||
| 45 | if (keystate.left) | ||
| 46 | { | ||
| 47 | if (dir == Direction::up) { | ||
| 48 | dir = Direction::up_left; | ||
| 49 | } else if (dir == Direction::down) { | ||
| 50 | dir = Direction::down_left; | ||
| 51 | } else { | ||
| 52 | dir = Direction::left; | ||
| 53 | } | ||
| 54 | } else if (keystate.right) | ||
| 55 | { | ||
| 56 | if (dir == Direction::up) { | ||
| 57 | dir = Direction::up_right; | ||
| 58 | } else if (dir == Direction::down) { | ||
| 59 | dir = Direction::down_right; | ||
| 60 | } else { | ||
| 61 | dir = Direction::right; | ||
| 62 | } | ||
| 63 | } | ||
| 64 | } | ||
| 65 | |||
| 66 | vec2i pLoc = sprite.loc; | ||
| 67 | game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir); | ||
| 68 | |||
| 69 | if (sprite.characterState == CharacterState::Crouching) { | ||
| 70 | for (int followerId : sprite.followers) { | ||
| 71 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); | ||
| 72 | } | ||
| 73 | |||
| 74 | return; | ||
| 75 | } | ||
| 76 | |||
| 77 | int speed = MOVEMENT_SPEED; | ||
| 78 | if (sprite.characterState == CharacterState::Running) { | ||
| 79 | speed *= 2; | ||
| 80 | } else { | ||
| 81 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "walk"); | ||
| 82 | for (int followerId : sprite.followers) { | ||
| 83 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "walk"); | ||
| 84 | } | ||
| 85 | } | ||
| 86 | |||
| 87 | pLoc += (unitVecInDirection(dir) * speed); | ||
| 88 | |||
| 89 | // Check collision. | ||
| 90 | const Map& map = game_.getMap(); | ||
| 91 | bool blocked = false; | ||
| 92 | |||
| 93 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
| 94 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
| 95 | vec2i oldColPosUL = (sprite.loc - UL_COL_BOX) / map.getTileSize(); | ||
| 96 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
| 97 | vec2i oldColPosDR = (sprite.loc + DR_COL_BOX) / map.getTileSize(); | ||
| 98 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
| 99 | |||
| 100 | if (dirHasDir(dir, Direction::right) && | ||
| 101 | newColPosDR.x() > oldColPosDR.x()) { | ||
| 102 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 103 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
| 104 | blocked = true; | ||
| 105 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 106 | break; | ||
| 107 | } | ||
| 108 | } | ||
| 109 | } | ||
| 110 | |||
| 111 | if (dirHasDir(dir, Direction::left) && | ||
| 112 | newColPosUL.x() < oldColPosUL.x()) { | ||
| 113 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 114 | if (map.isBlocked(newColPosUL.x(), y)) { | ||
| 115 | blocked = true; | ||
| 116 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 117 | break; | ||
| 118 | } | ||
| 119 | } | ||
| 120 | } | ||
| 121 | |||
| 122 | if (dirHasDir(dir, Direction::down) && | ||
| 123 | newColPosDR.y() > oldColPosDR.y()) { | ||
| 124 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 125 | if (map.isBlocked(x, newColPosDR.y())) { | ||
| 126 | blocked = true; | ||
| 127 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 128 | break; | ||
| 129 | } | ||
| 130 | } | ||
| 131 | } | ||
| 132 | |||
| 133 | if (dirHasDir(dir, Direction::up) && | ||
| 134 | newColPosUL.y() < oldColPosUL.y()) { | ||
| 135 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 136 | if (map.isBlocked(x, newColPosUL.y())) { | ||
| 137 | blocked = true; | ||
| 138 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 139 | break; | ||
| 140 | } | ||
| 141 | } | ||
| 142 | } | ||
| 143 | |||
| 144 | if (blocked && sprite.characterState == CharacterState::Running) { | ||
| 145 | stopRunning(spriteId); | ||
| 146 | mixer.playSound("../res/bump.wav"); | ||
| 147 | } | ||
| 148 | |||
| 149 | // Move everything | ||
| 150 | if (pLoc != sprite.loc) { | ||
| 151 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); | ||
| 152 | |||
| 153 | for (int followerId : sprite.followers) { | ||
| 154 | Sprite& pNext = game_.getSprite(followerId); | ||
| 155 | const Movement& posdir = pNext.trail.front(); | ||
| 156 | game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos); | ||
| 157 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir); | ||
| 158 | |||
| 159 | pNext.trail.pop_front(); | ||
| 160 | pNext.trail.push_back({.pos = pLoc, .dir = dir}); | ||
| 161 | } | ||
| 162 | } | ||
| 163 | } | ||
| 164 | |||
| 165 | void CharacterSystem::beginCrouch(int spriteId) { | ||
| 166 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 167 | |||
| 168 | if (sprite.characterState == CharacterState::Running) { | ||
| 169 | stopRunning(spriteId); | ||
| 170 | } else { | ||
| 171 | sprite.characterState = CharacterState::Crouching; | ||
| 172 | |||
| 173 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "crouch"); | ||
| 174 | for (int followerId : sprite.followers) { | ||
| 175 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "crouch"); | ||
| 176 | } | ||
| 177 | } | ||
| 178 | } | ||
| 179 | |||
| 180 | void CharacterSystem::endCrouch(int spriteId) { | ||
| 181 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 182 | |||
| 183 | if (sprite.characterState == CharacterState::Crouching) { | ||
| 184 | sprite.characterState = CharacterState::Running; | ||
| 185 | |||
| 186 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "run"); | ||
| 187 | for (int followerId : sprite.followers) { | ||
| 188 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "run"); | ||
| 189 | |||
| 190 | // Halve the movement buffer for the followers. | ||
| 191 | Sprite& follower = game_.getSprite(followerId); | ||
| 192 | std::deque<Movement> newMove; | ||
| 193 | |||
| 194 | while (!follower.trail.empty()) { | ||
| 195 | newMove.push_back(follower.trail.front()); | ||
| 196 | follower.trail.pop_front(); | ||
| 197 | follower.trail.pop_front(); | ||
| 198 | } | ||
| 199 | |||
| 200 | follower.trail = std::move(newMove); | ||
| 201 | } | ||
| 202 | } | ||
| 203 | } | ||
| 204 | |||
| 205 | void CharacterSystem::stopRunning(int spriteId) { | ||
| 206 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 207 | sprite.characterState = CharacterState::Normal; | ||
| 208 | |||
| 209 | // Double the movement buffer for the followers. | ||
| 210 | for (int followerId : sprite.followers) { | ||
| 211 | Sprite& follower = game_.getSprite(followerId); | ||
| 212 | |||
| 213 | std::deque<Movement> newMove; | ||
| 214 | vec2i lastPos = follower.loc; | ||
| 215 | |||
| 216 | while (!follower.trail.empty()) { | ||
| 217 | Movement m1 = follower.trail.front(); | ||
| 218 | Movement m2 = m1; | ||
| 219 | m1.pos = (m1.pos + lastPos) / 2; | ||
| 220 | lastPos = m2.pos; | ||
| 221 | |||
| 222 | newMove.push_back(m1); | ||
| 223 | newMove.push_back(m2); | ||
| 224 | follower.trail.pop_front(); | ||
| 225 | } | ||
| 226 | |||
| 227 | follower.trail = std::move(newMove); | ||
| 228 | } | ||
| 229 | } | ||
| diff --git a/src/character_system.h b/src/character_system.h new file mode 100644 index 0000000..ff5db02 --- /dev/null +++ b/src/character_system.h | |||
| @@ -0,0 +1,32 @@ | |||
| 1 | #ifndef PARTY_H_826F91BA | ||
| 2 | #define PARTY_H_826F91BA | ||
| 3 | |||
| 4 | #include "system.h" | ||
| 5 | |||
| 6 | class Mixer; | ||
| 7 | class Game; | ||
| 8 | class Input; | ||
| 9 | |||
| 10 | class CharacterSystem : public System { | ||
| 11 | public: | ||
| 12 | |||
| 13 | static constexpr SystemKey Key = SystemKey::Character; | ||
| 14 | |||
| 15 | CharacterSystem(Game& game) : game_(game) {} | ||
| 16 | |||
| 17 | void addSpriteToParty(int leaderId, int followerId); | ||
| 18 | |||
| 19 | void moveSprite(int spriteId, Mixer& mixer, const Input& keystate); | ||
| 20 | |||
| 21 | void beginCrouch(int spriteId); | ||
| 22 | |||
| 23 | void endCrouch(int spriteId); | ||
| 24 | |||
| 25 | private: | ||
| 26 | |||
| 27 | void stopRunning(int spriteId); | ||
| 28 | |||
| 29 | Game& game_; | ||
| 30 | }; | ||
| 31 | |||
| 32 | #endif /* end of include guard: PARTY_H_826F91BA */ | ||
| diff --git a/src/main.cpp b/src/main.cpp index ea27511..3ac4d09 100644 --- a/src/main.cpp +++ b/src/main.cpp | |||
| @@ -2,19 +2,20 @@ | |||
| 2 | #include <memory> | 2 | #include <memory> |
| 3 | #include "renderer.h" | 3 | #include "renderer.h" |
| 4 | #include "game.h" | 4 | #include "game.h" |
| 5 | #include "party.h" | ||
| 6 | #include "timer.h" | 5 | #include "timer.h" |
| 7 | #include "map.h" | 6 | #include "map.h" |
| 8 | #include "mixer.h" | 7 | #include "mixer.h" |
| 9 | #include "transform_system.h" | 8 | #include "transform_system.h" |
| 10 | #include "camera_system.h" | 9 | #include "camera_system.h" |
| 11 | #include "animation_system.h" | 10 | #include "animation_system.h" |
| 11 | #include "character_system.h" | ||
| 12 | 12 | ||
| 13 | void loop(Renderer& renderer, Mixer& mixer) { | 13 | void loop(Renderer& renderer, Mixer& mixer) { |
| 14 | Game game; | 14 | Game game; |
| 15 | game.emplaceSystem<TransformSystem>(); | 15 | game.emplaceSystem<TransformSystem>(); |
| 16 | game.emplaceSystem<CameraSystem>(); | 16 | game.emplaceSystem<CameraSystem>(); |
| 17 | game.emplaceSystem<AnimationSystem>(); | 17 | game.emplaceSystem<AnimationSystem>(); |
| 18 | game.emplaceSystem<CharacterSystem>(); | ||
| 18 | 19 | ||
| 19 | Input keystate; | 20 | Input keystate; |
| 20 | 21 | ||
| @@ -28,20 +29,17 @@ void loop(Renderer& renderer, Mixer& mixer) { | |||
| 28 | int kumaSprite = game.emplaceSprite(); | 29 | int kumaSprite = game.emplaceSprite(); |
| 29 | game.getSystem<TransformSystem>().initSprite(kumaSprite, {32, 32}); | 30 | game.getSystem<TransformSystem>().initSprite(kumaSprite, {32, 32}); |
| 30 | game.getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/kuma_anim.txt", renderer); | 31 | game.getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/kuma_anim.txt", renderer); |
| 32 | game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite); | ||
| 31 | 33 | ||
| 32 | int dusterSprite = game.emplaceSprite(); | 34 | int dusterSprite = game.emplaceSprite(); |
| 33 | game.getSystem<TransformSystem>().initSprite(dusterSprite, {32, 32}); | 35 | game.getSystem<TransformSystem>().initSprite(dusterSprite, {32, 32}); |
| 34 | game.getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/duster_anim.txt", renderer); | 36 | game.getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/duster_anim.txt", renderer); |
| 37 | game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite); | ||
| 35 | 38 | ||
| 36 | int boneySprite = game.emplaceSprite(); | 39 | int boneySprite = game.emplaceSprite(); |
| 37 | game.getSystem<TransformSystem>().initSprite(boneySprite, {32, 32}); | 40 | game.getSystem<TransformSystem>().initSprite(boneySprite, {32, 32}); |
| 38 | game.getSystem<AnimationSystem>().initSprite(boneySprite, "../res/boney_anim.txt", renderer); | 41 | game.getSystem<AnimationSystem>().initSprite(boneySprite, "../res/boney_anim.txt", renderer); |
| 39 | 42 | game.getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite); | |
| 40 | Party party; | ||
| 41 | party.addMember(game, lucasSprite); | ||
| 42 | party.addMember(game, kumaSprite); | ||
| 43 | party.addMember(game, dusterSprite); | ||
| 44 | party.addMember(game, boneySprite); | ||
| 45 | 43 | ||
| 46 | game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite); | 44 | game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite); |
| 47 | game.getSystem<CameraSystem>().unlockCamera(); | 45 | game.getSystem<CameraSystem>().unlockCamera(); |
| @@ -62,9 +60,9 @@ void loop(Renderer& renderer, Mixer& mixer) { | |||
| 62 | if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) { | 60 | if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) { |
| 63 | return; | 61 | return; |
| 64 | } else if (e.type == SDL_KEYDOWN && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { | 62 | } else if (e.type == SDL_KEYDOWN && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { |
| 65 | party.beginCrouch(game); | 63 | game.getSystem<CharacterSystem>().beginCrouch(lucasSprite); |
| 66 | } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { | 64 | } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { |
| 67 | party.endCrouch(game); | 65 | game.getSystem<CharacterSystem>().endCrouch(lucasSprite); |
| 68 | } | 66 | } |
| 69 | } | 67 | } |
| 70 | 68 | ||
| @@ -76,7 +74,7 @@ void loop(Renderer& renderer, Mixer& mixer) { | |||
| 76 | 74 | ||
| 77 | inputTimer.accumulate(frameTime); | 75 | inputTimer.accumulate(frameTime); |
| 78 | while (inputTimer.step()) { | 76 | while (inputTimer.step()) { |
| 79 | party.move(game, mixer, keystate); | 77 | game.getSystem<CharacterSystem>().moveSprite(lucasSprite, mixer, keystate); |
| 80 | } | 78 | } |
| 81 | 79 | ||
| 82 | for (System& system : game.systems()) { | 80 | for (System& system : game.systems()) { |
| diff --git a/src/party.cpp b/src/party.cpp deleted file mode 100644 index 8b0c34e..0000000 --- a/src/party.cpp +++ /dev/null | |||
| @@ -1,231 +0,0 @@ | |||
| 1 | #include "party.h" | ||
| 2 | #include "consts.h" | ||
| 3 | #include "mixer.h" | ||
| 4 | #include "transform_system.h" | ||
| 5 | #include "animation_system.h" | ||
| 6 | |||
| 7 | void Party::addMember(Game& game, int spriteId) { | ||
| 8 | int index = members_.size(); | ||
| 9 | |||
| 10 | PartyMember newMember; | ||
| 11 | newMember.spriteId = spriteId; | ||
| 12 | |||
| 13 | if (index > 0) { | ||
| 14 | const Sprite& sprite = game.getSprite(spriteId); | ||
| 15 | |||
| 16 | newMember.movement = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = sprite.loc, .dir = sprite.dir}); | ||
| 17 | } | ||
| 18 | |||
| 19 | members_.push_back(std::move(newMember)); | ||
| 20 | |||
| 21 | game.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "still"); | ||
| 22 | } | ||
| 23 | |||
| 24 | void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | ||
| 25 | if (members_.empty()) { | ||
| 26 | return; | ||
| 27 | } | ||
| 28 | |||
| 29 | Direction dir = Direction::left; | ||
| 30 | |||
| 31 | if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) { | ||
| 32 | if (state_ == State::Running) { | ||
| 33 | dir = lastDir_; | ||
| 34 | } else { | ||
| 35 | if (state_ == State::Normal) { | ||
| 36 | for (int i = 0; i < members_.size(); i++) { | ||
| 37 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "still"); | ||
| 38 | } | ||
| 39 | } | ||
| 40 | |||
| 41 | return; | ||
| 42 | } | ||
| 43 | } else { | ||
| 44 | if (keystate.up) | ||
| 45 | { | ||
| 46 | dir = Direction::up; | ||
| 47 | } else if (keystate.down) | ||
| 48 | { | ||
| 49 | dir = Direction::down; | ||
| 50 | } | ||
| 51 | |||
| 52 | if (keystate.left) | ||
| 53 | { | ||
| 54 | if (dir == Direction::up) { | ||
| 55 | dir = Direction::up_left; | ||
| 56 | } else if (dir == Direction::down) { | ||
| 57 | dir = Direction::down_left; | ||
| 58 | } else { | ||
| 59 | dir = Direction::left; | ||
| 60 | } | ||
| 61 | } else if (keystate.right) | ||
| 62 | { | ||
| 63 | if (dir == Direction::up) { | ||
| 64 | dir = Direction::up_right; | ||
| 65 | } else if (dir == Direction::down) { | ||
| 66 | dir = Direction::down_right; | ||
| 67 | } else { | ||
| 68 | dir = Direction::right; | ||
| 69 | } | ||
| 70 | } | ||
| 71 | } | ||
| 72 | |||
| 73 | lastDir_ = dir; | ||
| 74 | |||
| 75 | const Sprite& p1 = game.getSprite(members_[0].spriteId); | ||
| 76 | vec2i pLoc = p1.loc; | ||
| 77 | |||
| 78 | if (state_ == State::Crouching) { | ||
| 79 | for (int i = 0; i < members_.size(); i++) { | ||
| 80 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[i].spriteId, dir); | ||
| 81 | } | ||
| 82 | |||
| 83 | return; | ||
| 84 | } else { | ||
| 85 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[0].spriteId, dir); | ||
| 86 | } | ||
| 87 | |||
| 88 | int speed = MOVEMENT_SPEED; | ||
| 89 | if (state_ == State::Running) { | ||
| 90 | speed *= 2; | ||
| 91 | } else { | ||
| 92 | for (int i = 0; i < members_.size(); i++) { | ||
| 93 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "walk"); | ||
| 94 | } | ||
| 95 | } | ||
| 96 | |||
| 97 | pLoc += (unitVecInDirection(dir) * speed); | ||
| 98 | |||
| 99 | // Check collision. | ||
| 100 | const Map& map = game.getMap(); | ||
| 101 | bool blocked = false; | ||
| 102 | |||
| 103 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
| 104 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
| 105 | vec2i oldColPosUL = (p1.loc - UL_COL_BOX) / map.getTileSize(); | ||
| 106 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
| 107 | vec2i oldColPosDR = (p1.loc + DR_COL_BOX) / map.getTileSize(); | ||
| 108 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
| 109 | |||
| 110 | if (dirHasDir(dir, Direction::right) && | ||
| 111 | newColPosDR.x() > oldColPosDR.x()) { | ||
| 112 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 113 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
| 114 | blocked = true; | ||
| 115 | pLoc.x() = p1.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 116 | break; | ||
| 117 | } | ||
| 118 | } | ||
| 119 | } | ||
| 120 | |||
| 121 | if (dirHasDir(dir, Direction::left) && | ||
| 122 | newColPosUL.x() < oldColPosUL.x()) { | ||
| 123 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
| 124 | if (map.isBlocked(newColPosUL.x(), y)) { | ||
| 125 | blocked = true; | ||
| 126 | pLoc.x() = p1.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 127 | break; | ||
| 128 | } | ||
| 129 | } | ||
| 130 | } | ||
| 131 | |||
| 132 | if (dirHasDir(dir, Direction::down) && | ||
| 133 | newColPosDR.y() > oldColPosDR.y()) { | ||
| 134 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 135 | if (map.isBlocked(x, newColPosDR.y())) { | ||
| 136 | blocked = true; | ||
| 137 | pLoc.y() = p1.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 138 | break; | ||
| 139 | } | ||
| 140 | } | ||
| 141 | } | ||
| 142 | |||
| 143 | if (dirHasDir(dir, Direction::up) && | ||
| 144 | newColPosUL.y() < oldColPosUL.y()) { | ||
| 145 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
| 146 | if (map.isBlocked(x, newColPosUL.y())) { | ||
| 147 | blocked = true; | ||
| 148 | pLoc.y() = p1.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
| 149 | break; | ||
| 150 | } | ||
| 151 | } | ||
| 152 | } | ||
| 153 | |||
| 154 | if (blocked && state_ == State::Running) { | ||
| 155 | stopRunning(game); | ||
| 156 | mixer.playSound("../res/bump.wav"); | ||
| 157 | } | ||
| 158 | |||
| 159 | // Move everything | ||
| 160 | if (pLoc != p1.loc) { | ||
| 161 | game.getSystem<TransformSystem>().moveSprite(members_[0].spriteId, pLoc); | ||
| 162 | |||
| 163 | for (int i = 1; i < members_.size(); i++) { | ||
| 164 | const Sprite& pNext = game.getSprite(members_[i].spriteId); | ||
| 165 | const Movement& posdir = members_[i].movement.front(); | ||
| 166 | game.getSystem<TransformSystem>().moveSprite(members_[i].spriteId, posdir.pos); | ||
| 167 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[i].spriteId, posdir.dir); | ||
| 168 | |||
| 169 | members_[i].movement.pop_front(); | ||
| 170 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); | ||
| 171 | } | ||
| 172 | } | ||
| 173 | } | ||
| 174 | |||
| 175 | void Party::beginCrouch(Game& game) { | ||
| 176 | if (state_ == State::Running) { | ||
| 177 | stopRunning(game); | ||
| 178 | } else { | ||
| 179 | state_ = State::Crouching; | ||
| 180 | |||
| 181 | for (int i = 0; i < members_.size(); i++) { | ||
| 182 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "crouch"); | ||
| 183 | } | ||
| 184 | } | ||
| 185 | } | ||
| 186 | |||
| 187 | void Party::endCrouch(Game& game) { | ||
| 188 | if (state_ == State::Crouching) { | ||
| 189 | state_ = State::Running; | ||
| 190 | |||
| 191 | for (int i = 0; i < members_.size(); i++) { | ||
| 192 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "run"); | ||
| 193 | |||
| 194 | // Halve the movement buffer for the followers. | ||
| 195 | if (i > 0) { | ||
| 196 | std::deque<Movement> newMove; | ||
| 197 | |||
| 198 | while (!members_[i].movement.empty()) { | ||
| 199 | newMove.push_back(members_[i].movement.front()); | ||
| 200 | members_[i].movement.pop_front(); | ||
| 201 | members_[i].movement.pop_front(); | ||
| 202 | } | ||
| 203 | |||
| 204 | members_[i].movement = std::move(newMove); | ||
| 205 | } | ||
| 206 | } | ||
| 207 | } | ||
| 208 | } | ||
| 209 | |||
| 210 | void Party::stopRunning(Game& game) { | ||
| 211 | state_ = State::Normal; | ||
| 212 | |||
| 213 | // Double the movement buffer for the followers. | ||
| 214 | for (int i = 1; i < members_.size(); i++) { | ||
| 215 | std::deque<Movement> newMove; | ||
| 216 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc; | ||
| 217 | |||
| 218 | while (!members_[i].movement.empty()) { | ||
| 219 | Movement m1 = members_[i].movement.front(); | ||
| 220 | Movement m2 = m1; | ||
| 221 | m1.pos = (m1.pos + lastPos) / 2; | ||
| 222 | lastPos = m2.pos; | ||
| 223 | |||
| 224 | newMove.push_back(m1); | ||
| 225 | newMove.push_back(m2); | ||
| 226 | members_[i].movement.pop_front(); | ||
| 227 | } | ||
| 228 | |||
| 229 | members_[i].movement = std::move(newMove); | ||
| 230 | } | ||
| 231 | } | ||
| diff --git a/src/party.h b/src/party.h deleted file mode 100644 index 59330c8..0000000 --- a/src/party.h +++ /dev/null | |||
| @@ -1,46 +0,0 @@ | |||
| 1 | #ifndef PARTY_H_826F91BA | ||
| 2 | #define PARTY_H_826F91BA | ||
| 3 | |||
| 4 | #include <deque> | ||
| 5 | #include <vector> | ||
| 6 | #include "game.h" | ||
| 7 | |||
| 8 | class Mixer; | ||
| 9 | |||
| 10 | class Party { | ||
| 11 | public: | ||
| 12 | |||
| 13 | void addMember(Game& game, int spriteId); | ||
| 14 | |||
| 15 | void move(Game& game, Mixer& mixer, const Input& keystate); | ||
| 16 | |||
| 17 | void beginCrouch(Game& game); | ||
| 18 | |||
| 19 | void endCrouch(Game& game); | ||
| 20 | |||
| 21 | private: | ||
| 22 | |||
| 23 | void stopRunning(Game& game); | ||
| 24 | |||
| 25 | enum class State { | ||
| 26 | Normal, | ||
| 27 | Crouching, | ||
| 28 | Running | ||
| 29 | }; | ||
| 30 | |||
| 31 | struct Movement { | ||
| 32 | vec2i pos; | ||
| 33 | Direction dir; | ||
| 34 | }; | ||
| 35 | |||
| 36 | struct PartyMember { | ||
| 37 | int spriteId; | ||
| 38 | std::deque<Movement> movement; | ||
| 39 | }; | ||
| 40 | |||
| 41 | std::vector<PartyMember> members_; | ||
| 42 | State state_ = State::Normal; | ||
| 43 | Direction lastDir_; | ||
| 44 | }; | ||
| 45 | |||
| 46 | #endif /* end of include guard: PARTY_H_826F91BA */ | ||
| diff --git a/src/sprite.h b/src/sprite.h index e842192..65a7a66 100644 --- a/src/sprite.h +++ b/src/sprite.h | |||
| @@ -1,6 +1,7 @@ | |||
| 1 | #ifndef SPRITE_H_70503825 | 1 | #ifndef SPRITE_H_70503825 |
| 2 | #define SPRITE_H_70503825 | 2 | #define SPRITE_H_70503825 |
| 3 | 3 | ||
| 4 | #include <deque> | ||
| 4 | #include <map> | 5 | #include <map> |
| 5 | #include <string_view> | 6 | #include <string_view> |
| 6 | #include <vector> | 7 | #include <vector> |
| @@ -14,6 +15,17 @@ struct SpriteFrame { | |||
| 14 | vec2i size; | 15 | vec2i size; |
| 15 | }; | 16 | }; |
| 16 | 17 | ||
| 18 | enum class CharacterState { | ||
| 19 | Normal, | ||
| 20 | Crouching, | ||
| 21 | Running | ||
| 22 | }; | ||
| 23 | |||
| 24 | struct Movement { | ||
| 25 | vec2i pos; | ||
| 26 | Direction dir; | ||
| 27 | }; | ||
| 28 | |||
| 17 | class Sprite { | 29 | class Sprite { |
| 18 | public: | 30 | public: |
| 19 | 31 | ||
| @@ -30,6 +42,11 @@ public: | |||
| 30 | std::vector<SpriteFrame> frames; | 42 | std::vector<SpriteFrame> frames; |
| 31 | std::vector<std::vector<int>> animations; | 43 | std::vector<std::vector<int>> animations; |
| 32 | std::map<std::string, std::map<Direction, int>> nameDirToAnim; | 44 | std::map<std::string, std::map<Direction, int>> nameDirToAnim; |
| 45 | |||
| 46 | // Character | ||
| 47 | std::vector<int> followers; | ||
| 48 | std::deque<Movement> trail; | ||
| 49 | CharacterState characterState = CharacterState::Normal; | ||
| 33 | }; | 50 | }; |
| 34 | 51 | ||
| 35 | #endif /* end of include guard: SPRITE_H_70503825 */ | 52 | #endif /* end of include guard: SPRITE_H_70503825 */ |
| diff --git a/src/system.h b/src/system.h index c601bc7..6f09d61 100644 --- a/src/system.h +++ b/src/system.h | |||
| @@ -4,7 +4,8 @@ | |||
| 4 | enum class SystemKey { | 4 | enum class SystemKey { |
| 5 | Transform, | 5 | Transform, |
| 6 | Camera, | 6 | Camera, |
| 7 | Animation | 7 | Animation, |
| 8 | Character | ||
| 8 | }; | 9 | }; |
| 9 | 10 | ||
| 10 | class System { | 11 | class System { |
