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-rw-r--r--CMakeLists.txt1
-rw-r--r--src/game.cpp14
-rw-r--r--src/game.h22
-rw-r--r--src/main.cpp5
-rw-r--r--src/party.cpp4
-rw-r--r--src/renderer.cpp2
-rw-r--r--src/system.h7
-rw-r--r--src/transform_system.cpp20
-rw-r--r--src/transform_system.h33
9 files changed, 82 insertions, 26 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 6357cb8..da71520 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt
@@ -39,6 +39,7 @@ add_executable(tanetane
39 src/party.cpp 39 src/party.cpp
40 src/game.cpp 40 src/game.cpp
41 src/map.cpp 41 src/map.cpp
42 src/transform_system.cpp
42) 43)
43 44
44set_property(TARGET tanetane PROPERTY CXX_STANDARD 17) 45set_property(TARGET tanetane PROPERTY CXX_STANDARD 17)
diff --git a/src/game.cpp b/src/game.cpp index ebb792e..42dbd64 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -3,22 +3,10 @@
3int Game::addSprite(Sprite sprite) { 3int Game::addSprite(Sprite sprite) {
4 int id = sprites_.size(); 4 int id = sprites_.size();
5 sprites_.push_back(std::move(sprite)); 5 sprites_.push_back(std::move(sprite));
6 spritesByY_.emplace(sprite.loc().y(), id); 6 spriteIds_.push_back(id);
7 return id; 7 return id;
8} 8}
9 9
10void Game::moveSprite(int id, vec2i newLoc) {
11 Sprite& sprite = sprites_.at(id);
12 bool changedY = (sprite.loc().y() != newLoc.y());
13 if (changedY) {
14 spritesByY_.erase(std::make_tuple(sprite.loc().y(), id));
15 }
16 sprite.loc() = newLoc;
17 if (changedY) {
18 spritesByY_.emplace(newLoc.y(), id);
19 }
20}
21
22void Game::tick() { 10void Game::tick() {
23 if (!cameraLocked_) { 11 if (!cameraLocked_) {
24 const Sprite& follow = getSprite(followingSprite_); 12 const Sprite& follow = getSprite(followingSprite_);
diff --git a/src/game.h b/src/game.h index a717d53..189cabb 100644 --- a/src/game.h +++ b/src/game.h
@@ -8,6 +8,7 @@
8#include "sprite.h" 8#include "sprite.h"
9#include "map.h" 9#include "map.h"
10#include "consts.h" 10#include "consts.h"
11#include "transform_system.h"
11 12
12struct Input { 13struct Input {
13 bool left = false; 14 bool left = false;
@@ -19,14 +20,20 @@ struct Input {
19class Game { 20class Game {
20public: 21public:
21 22
23 Game() : transform_(*this) {}
24
22 int addSprite(Sprite sprite); 25 int addSprite(Sprite sprite);
23 26
24 const Sprite& getSprite(int id) const { 27 const Sprite& getSprite(int id) const {
25 return sprites_.at(id); 28 return sprites_.at(id);
26 } 29 }
27 30
28 const std::vector<Sprite>& getSprites() { 31 Sprite& getSprite(int id) {
29 return sprites_; 32 return sprites_.at(id);
33 }
34
35 const std::vector<int>& getSprites() {
36 return spriteIds_;
30 } 37 }
31 38
32 auto spriteView() const { 39 auto spriteView() const {
@@ -35,13 +42,8 @@ public:
35 }); 42 });
36 } 43 }
37 44
38 auto getSpritesByY() const { 45 TransformSystem& getTransformSystem() { return transform_; }
39 return spritesByY_ | ranges::views::transform([] (const std::tuple<int, int>& val) {
40 return std::get<1>(val);
41 });
42 }
43 46
44 void moveSprite(int id, vec2i newLoc);
45 47
46 void setSpriteState(int id, std::string state) { 48 void setSpriteState(int id, std::string state) {
47 sprites_[id].setState(std::move(state)); 49 sprites_[id].setState(std::move(state));
@@ -77,8 +79,10 @@ public:
77 79
78private: 80private:
79 81
82 TransformSystem transform_;
83
84 std::vector<int> spriteIds_;
80 std::vector<Sprite> sprites_; 85 std::vector<Sprite> sprites_;
81 std::set<std::tuple<int, int>> spritesByY_;
82 std::unique_ptr<Map> map_; 86 std::unique_ptr<Map> map_;
83 87
84 // Camera 88 // Camera
diff --git a/src/main.cpp b/src/main.cpp index 1d1583f..d182290 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -19,7 +19,10 @@ void loop(Renderer& renderer, Mixer& mixer) {
19 int dusterSprite = game.addSprite(Sprite("../res/duster_anim.txt", renderer)); 19 int dusterSprite = game.addSprite(Sprite("../res/duster_anim.txt", renderer));
20 int boneySprite = game.addSprite(Sprite("../res/boney_anim.txt", renderer)); 20 int boneySprite = game.addSprite(Sprite("../res/boney_anim.txt", renderer));
21 21
22 game.moveSprite(lucasSprite, {32,32}); 22 game.getTransformSystem().initSprite(lucasSprite, {32, 32});
23 game.getTransformSystem().initSprite(kumaSprite, {32, 32});
24 game.getTransformSystem().initSprite(dusterSprite, {32, 32});
25 game.getTransformSystem().initSprite(boneySprite, {32, 32});
23 26
24 Party party; 27 Party party;
25 party.addMember(game, lucasSprite); 28 party.addMember(game, lucasSprite);
diff --git a/src/party.cpp b/src/party.cpp index b7284c7..863a5d2 100644 --- a/src/party.cpp +++ b/src/party.cpp
@@ -156,12 +156,12 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) {
156 156
157 // Move everything 157 // Move everything
158 if (pLoc != p1.loc()) { 158 if (pLoc != p1.loc()) {
159 game.moveSprite(members_[0].spriteId, pLoc); 159 game.getTransformSystem().moveSprite(members_[0].spriteId, pLoc);
160 160
161 for (int i = 1; i < members_.size(); i++) { 161 for (int i = 1; i < members_.size(); i++) {
162 const Sprite& pNext = game.getSprite(members_[i].spriteId); 162 const Sprite& pNext = game.getSprite(members_[i].spriteId);
163 const Movement& posdir = members_[i].movement.front(); 163 const Movement& posdir = members_[i].movement.front();
164 game.moveSprite(members_[i].spriteId, posdir.pos); 164 game.getTransformSystem().moveSprite(members_[i].spriteId, posdir.pos);
165 game.setSpriteDirection(members_[i].spriteId, posdir.dir); 165 game.setSpriteDirection(members_[i].spriteId, posdir.dir);
166 166
167 members_[i].movement.pop_front(); 167 members_[i].movement.pop_front();
diff --git a/src/renderer.cpp b/src/renderer.cpp index 03d5173..b705310 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -109,7 +109,7 @@ void Renderer::render(Game& game) {
109 109
110 SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, nullptr); 110 SDL_RenderCopy(ren_.get(), renLay1_.get(), nullptr, nullptr);
111 111
112 for (const Sprite& sprite : game.getSpritesByY() | game.spriteView()) { 112 for (const Sprite& sprite : game.getTransformSystem().getSpritesByY() | game.spriteView()) {
113 const SpriteFrame& frame = sprite.getFrame(); 113 const SpriteFrame& frame = sprite.getFrame();
114 const SDL_Rect& src = frame.srcRect; 114 const SDL_Rect& src = frame.srcRect;
115 SDL_Rect dest { sprite.loc().x() - frame.center.x(), sprite.loc().y() - frame.center.y(), frame.size.w(), frame.size.h() }; 115 SDL_Rect dest { sprite.loc().x() - frame.center.x(), sprite.loc().y() - frame.center.y(), frame.size.w(), frame.size.h() };
diff --git a/src/system.h b/src/system.h new file mode 100644 index 0000000..684aca9 --- /dev/null +++ b/src/system.h
@@ -0,0 +1,7 @@
1#ifndef SYSTEM_H_6B40E1B9
2#define SYSTEM_H_6B40E1B9
3
4class System {
5};
6
7#endif /* end of include guard: SYSTEM_H_6B40E1B9 */
diff --git a/src/transform_system.cpp b/src/transform_system.cpp new file mode 100644 index 0000000..e53fb7d --- /dev/null +++ b/src/transform_system.cpp
@@ -0,0 +1,20 @@
1#include "transform_system.h"
2#include "game.h"
3
4void TransformSystem::initSprite(int spriteId, vec2i loc) {
5 Sprite& sprite = game_.getSprite(spriteId);
6 sprite.loc() = loc;
7 spritesByY_.emplace(loc.y(), spriteId);
8}
9
10void TransformSystem::moveSprite(int spriteId, vec2i newLoc) {
11 Sprite& sprite = game_.getSprite(spriteId);
12 bool changedY = (sprite.loc().y() != newLoc.y());
13 if (changedY) {
14 spritesByY_.erase(std::make_tuple(sprite.loc().y(), spriteId));
15 }
16 sprite.loc() = newLoc;
17 if (changedY) {
18 spritesByY_.emplace(newLoc.y(), spriteId);
19 }
20}
diff --git a/src/transform_system.h b/src/transform_system.h new file mode 100644 index 0000000..4616fc0 --- /dev/null +++ b/src/transform_system.h
@@ -0,0 +1,33 @@
1#ifndef TRANSFORM_SYSTEM_H_BA2633BC
2#define TRANSFORM_SYSTEM_H_BA2633BC
3
4#include <range/v3/all.hpp>
5#include <set>
6#include <tuple>
7#include "system.h"
8#include "vector.h"
9
10class Game;
11
12class TransformSystem : public System {
13public:
14
15 TransformSystem(Game& game) : game_(game) {}
16
17 void initSprite(int spriteId, vec2i loc);
18
19 void moveSprite(int spriteId, vec2i newLoc);
20
21 auto getSpritesByY() const {
22 return spritesByY_ | ranges::views::transform([] (const std::tuple<int, int>& val) {
23 return std::get<1>(val);
24 });
25 }
26
27private:
28
29 Game& game_;
30 std::set<std::tuple<int, int>> spritesByY_;
31};
32
33#endif /* end of include guard: TRANSFORM_SYSTEM_H_BA2633BC */