diff options
Diffstat (limited to 'src/party.cpp')
-rw-r--r-- | src/party.cpp | 231 |
1 files changed, 0 insertions, 231 deletions
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 | } | ||