diff options
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r-- | src/character_system.cpp | 271 |
1 files changed, 138 insertions, 133 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 64e2f3b..ac0f01a 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
@@ -6,6 +6,11 @@ | |||
6 | #include "transform_system.h" | 6 | #include "transform_system.h" |
7 | #include "animation_system.h" | 7 | #include "animation_system.h" |
8 | 8 | ||
9 | void CharacterSystem::initSprite(int spriteId) { | ||
10 | Sprite& sprite = game_.getSprite(spriteId); | ||
11 | sprite.orientable = true; | ||
12 | } | ||
13 | |||
9 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | 14 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { |
10 | Sprite& leader = game_.getSprite(leaderId); | 15 | Sprite& leader = game_.getSprite(leaderId); |
11 | Sprite& follower = game_.getSprite(followerId); | 16 | Sprite& follower = game_.getSprite(followerId); |
@@ -18,146 +23,124 @@ void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | |||
18 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); | 23 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "still"); |
19 | } | 24 | } |
20 | 25 | ||
21 | void CharacterSystem::moveSprite(int spriteId, Mixer& mixer, const Input& keystate) { | 26 | void CharacterSystem::moveInDirection(int spriteId, Direction dir) { |
22 | Sprite& sprite = game_.getSprite(spriteId); | 27 | 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 | 28 | ||
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); | 29 | game_.getSystem<AnimationSystem>().setSpriteDirection(spriteId, dir); |
68 | 30 | ||
69 | if (sprite.characterState == CharacterState::Crouching) { | 31 | if (sprite.characterState == CharacterState::Still) { |
32 | setPartyState(spriteId, CharacterState::Walking); | ||
33 | } else if (sprite.characterState == CharacterState::Crouching) { | ||
70 | for (int followerId : sprite.followers) { | 34 | for (int followerId : sprite.followers) { |
71 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); | 35 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, dir); |
72 | } | 36 | } |
73 | |||
74 | return; | ||
75 | } | 37 | } |
38 | } | ||
76 | 39 | ||
77 | int speed = MOVEMENT_SPEED; | 40 | void CharacterSystem::stopDirecting(int spriteId) { |
78 | if (sprite.characterState == CharacterState::Running) { | 41 | Sprite& sprite = game_.getSprite(spriteId); |
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 | 42 | ||
87 | pLoc += (unitVecInDirection(dir) * speed); | 43 | if (sprite.characterState == CharacterState::Walking) { |
88 | 44 | setPartyState(spriteId, CharacterState::Still); | |
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 | } | 45 | } |
46 | } | ||
110 | 47 | ||
111 | if (dirHasDir(dir, Direction::left) && | 48 | void CharacterSystem::tick(double dt) { |
112 | newColPosUL.x() < oldColPosUL.x()) { | 49 | inputTimer_.accumulate(dt); |
113 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | 50 | while (inputTimer_.step()) { |
114 | if (map.isBlocked(newColPosUL.x(), y)) { | 51 | for (int spriteId : game_.getSprites()) { |
115 | blocked = true; | 52 | Sprite& sprite = game_.getSprite(spriteId); |
116 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
117 | break; | ||
118 | } | ||
119 | } | ||
120 | } | ||
121 | 53 | ||
122 | if (dirHasDir(dir, Direction::down) && | 54 | if (sprite.orientable) { |
123 | newColPosDR.y() > oldColPosDR.y()) { | 55 | vec2i pLoc = sprite.loc; |
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 | 56 | ||
133 | if (dirHasDir(dir, Direction::up) && | 57 | if (sprite.characterState == CharacterState::Still || |
134 | newColPosUL.y() < oldColPosUL.y()) { | 58 | sprite.characterState == CharacterState::Crouching) { |
135 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | 59 | continue; |
136 | if (map.isBlocked(x, newColPosUL.y())) { | 60 | } |
137 | blocked = true; | ||
138 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
139 | break; | ||
140 | } | ||
141 | } | ||
142 | } | ||
143 | 61 | ||
144 | if (blocked && sprite.characterState == CharacterState::Running) { | 62 | int speed = MOVEMENT_SPEED; |
145 | stopRunning(spriteId); | 63 | if (sprite.characterState == CharacterState::Running) { |
146 | mixer.playSound("../res/bump.wav"); | 64 | speed *= 2; |
147 | } | 65 | } |
148 | 66 | ||
149 | // Move everything | 67 | pLoc += (unitVecInDirection(sprite.dir) * speed); |
150 | if (pLoc != sprite.loc) { | 68 | |
151 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); | 69 | // Check collision. |
70 | const Map& map = game_.getMap(); | ||
71 | bool blocked = false; | ||
72 | |||
73 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
74 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
75 | vec2i oldColPosUL = (sprite.loc - UL_COL_BOX) / map.getTileSize(); | ||
76 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
77 | vec2i oldColPosDR = (sprite.loc + DR_COL_BOX) / map.getTileSize(); | ||
78 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
79 | |||
80 | if (dirHasDir(sprite.dir, Direction::right) && | ||
81 | newColPosDR.x() > oldColPosDR.x()) { | ||
82 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
83 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
84 | blocked = true; | ||
85 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
86 | break; | ||
87 | } | ||
88 | } | ||
89 | } | ||
152 | 90 | ||
153 | for (int followerId : sprite.followers) { | 91 | if (dirHasDir(sprite.dir, Direction::left) && |
154 | Sprite& pNext = game_.getSprite(followerId); | 92 | newColPosUL.x() < oldColPosUL.x()) { |
155 | const Movement& posdir = pNext.trail.front(); | 93 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { |
156 | game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos); | 94 | if (map.isBlocked(newColPosUL.x(), y)) { |
157 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir); | 95 | blocked = true; |
96 | pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
97 | break; | ||
98 | } | ||
99 | } | ||
100 | } | ||
158 | 101 | ||
159 | pNext.trail.pop_front(); | 102 | if (dirHasDir(sprite.dir, Direction::down) && |
160 | pNext.trail.push_back({.pos = pLoc, .dir = dir}); | 103 | newColPosDR.y() > oldColPosDR.y()) { |
104 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
105 | if (map.isBlocked(x, newColPosDR.y())) { | ||
106 | blocked = true; | ||
107 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
108 | break; | ||
109 | } | ||
110 | } | ||
111 | } | ||
112 | |||
113 | if (dirHasDir(sprite.dir, Direction::up) && | ||
114 | newColPosUL.y() < oldColPosUL.y()) { | ||
115 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
116 | if (map.isBlocked(x, newColPosUL.y())) { | ||
117 | blocked = true; | ||
118 | pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
119 | break; | ||
120 | } | ||
121 | } | ||
122 | } | ||
123 | |||
124 | if (blocked && sprite.characterState == CharacterState::Running) { | ||
125 | stopRunning(spriteId); | ||
126 | game_.getMixer().playSound("../res/bump.wav"); | ||
127 | } | ||
128 | |||
129 | // Move everything | ||
130 | if (pLoc != sprite.loc) { | ||
131 | game_.getSystem<TransformSystem>().moveSprite(spriteId, pLoc); | ||
132 | |||
133 | for (int followerId : sprite.followers) { | ||
134 | Sprite& pNext = game_.getSprite(followerId); | ||
135 | const Movement& posdir = pNext.trail.front(); | ||
136 | game_.getSystem<TransformSystem>().moveSprite(followerId, posdir.pos); | ||
137 | game_.getSystem<AnimationSystem>().setSpriteDirection(followerId, posdir.dir); | ||
138 | |||
139 | pNext.trail.pop_front(); | ||
140 | pNext.trail.push_back({.pos = pLoc, .dir = sprite.dir}); | ||
141 | } | ||
142 | } | ||
143 | } | ||
161 | } | 144 | } |
162 | } | 145 | } |
163 | } | 146 | } |
@@ -168,12 +151,7 @@ void CharacterSystem::beginCrouch(int spriteId) { | |||
168 | if (sprite.characterState == CharacterState::Running) { | 151 | if (sprite.characterState == CharacterState::Running) { |
169 | stopRunning(spriteId); | 152 | stopRunning(spriteId); |
170 | } else { | 153 | } else { |
171 | sprite.characterState = CharacterState::Crouching; | 154 | setPartyState(spriteId, 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 | } | 155 | } |
178 | } | 156 | } |
179 | 157 | ||
@@ -181,12 +159,9 @@ void CharacterSystem::endCrouch(int spriteId) { | |||
181 | Sprite& sprite = game_.getSprite(spriteId); | 159 | Sprite& sprite = game_.getSprite(spriteId); |
182 | 160 | ||
183 | if (sprite.characterState == CharacterState::Crouching) { | 161 | if (sprite.characterState == CharacterState::Crouching) { |
184 | sprite.characterState = CharacterState::Running; | 162 | setPartyState(spriteId, CharacterState::Running); |
185 | 163 | ||
186 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "run"); | ||
187 | for (int followerId : sprite.followers) { | 164 | for (int followerId : sprite.followers) { |
188 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, "run"); | ||
189 | |||
190 | // Halve the movement buffer for the followers. | 165 | // Halve the movement buffer for the followers. |
191 | Sprite& follower = game_.getSprite(followerId); | 166 | Sprite& follower = game_.getSprite(followerId); |
192 | std::deque<Movement> newMove; | 167 | std::deque<Movement> newMove; |
@@ -204,7 +179,7 @@ void CharacterSystem::endCrouch(int spriteId) { | |||
204 | 179 | ||
205 | void CharacterSystem::stopRunning(int spriteId) { | 180 | void CharacterSystem::stopRunning(int spriteId) { |
206 | Sprite& sprite = game_.getSprite(spriteId); | 181 | Sprite& sprite = game_.getSprite(spriteId); |
207 | sprite.characterState = CharacterState::Normal; | 182 | setPartyState(spriteId, CharacterState::Still); |
208 | 183 | ||
209 | // Double the movement buffer for the followers. | 184 | // Double the movement buffer for the followers. |
210 | for (int followerId : sprite.followers) { | 185 | for (int followerId : sprite.followers) { |
@@ -227,3 +202,33 @@ void CharacterSystem::stopRunning(int spriteId) { | |||
227 | follower.trail = std::move(newMove); | 202 | follower.trail = std::move(newMove); |
228 | } | 203 | } |
229 | } | 204 | } |
205 | |||
206 | void CharacterSystem::setPartyState(int spriteId, CharacterState state) { | ||
207 | std::string animName; | ||
208 | switch (state) { | ||
209 | case CharacterState::Still: { | ||
210 | animName = "still"; | ||
211 | break; | ||
212 | } | ||
213 | case CharacterState::Walking: { | ||
214 | animName = "walk"; | ||
215 | break; | ||
216 | } | ||
217 | case CharacterState::Crouching: { | ||
218 | animName = "crouch"; | ||
219 | break; | ||
220 | } | ||
221 | case CharacterState::Running: { | ||
222 | animName = "run"; | ||
223 | break; | ||
224 | } | ||
225 | } | ||
226 | |||
227 | Sprite& sprite = game_.getSprite(spriteId); | ||
228 | sprite.characterState = state; | ||
229 | |||
230 | game_.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, animName); | ||
231 | for (int followerId : sprite.followers) { | ||
232 | game_.getSystem<AnimationSystem>().setSpriteAnimation(followerId, animName); | ||
233 | } | ||
234 | } | ||