diff options
Diffstat (limited to 'src/party.cpp')
-rw-r--r-- | src/party.cpp | 121 |
1 files changed, 94 insertions, 27 deletions
diff --git a/src/party.cpp b/src/party.cpp index 2af252f..307bca8 100644 --- a/src/party.cpp +++ b/src/party.cpp | |||
@@ -1,5 +1,6 @@ | |||
1 | #include "party.h" | 1 | #include "party.h" |
2 | #include "consts.h" | 2 | #include "consts.h" |
3 | #include <iostream> | ||
3 | 4 | ||
4 | void Party::addMember(Game& game, int spriteId) { | 5 | void Party::addMember(Game& game, int spriteId) { |
5 | int index = members_.size(); | 6 | int index = members_.size(); |
@@ -93,41 +94,84 @@ void Party::move(Game& game, const Input& keystate) { | |||
93 | 94 | ||
94 | pLoc += (unitVecInDirection(dir) * speed); | 95 | pLoc += (unitVecInDirection(dir) * speed); |
95 | 96 | ||
96 | game.moveSprite(members_[0].spriteId, pLoc); | 97 | // Check collision. |
98 | const Map& map = game.getMap(); | ||
99 | bool blocked = false; | ||
100 | |||
101 | const vec2i UL_COL_BOX = { 8, 8 }; | ||
102 | const vec2i DR_COL_BOX = { 4, 0 }; | ||
103 | vec2i oldColPosUL = (p1.loc() - UL_COL_BOX) / map.getTileSize(); | ||
104 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | ||
105 | vec2i oldColPosDR = (p1.loc() + DR_COL_BOX) / map.getTileSize(); | ||
106 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | ||
107 | |||
108 | if (dirHasDir(dir, Direction::right) && | ||
109 | newColPosDR.x() > oldColPosDR.x()) { | ||
110 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | ||
111 | if (map.isBlocked(newColPosDR.x(), y)) { | ||
112 | blocked = true; | ||
113 | pLoc.x() = p1.loc().x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
114 | break; | ||
115 | } | ||
116 | } | ||
117 | } | ||
97 | 118 | ||
98 | for (int i = 1; i < members_.size(); i++) { | 119 | if (dirHasDir(dir, Direction::left) && |
99 | const Sprite& pNext = game.getSprite(members_[i].spriteId); | 120 | newColPosUL.x() < oldColPosUL.x()) { |
100 | const Movement& posdir = members_[i].movement.front(); | 121 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { |
101 | game.moveSprite(members_[i].spriteId, posdir.pos); | 122 | if (map.isBlocked(newColPosUL.x(), y)) { |
102 | game.setSpriteDirection(members_[i].spriteId, posdir.dir); | 123 | blocked = true; |
124 | pLoc.x() = p1.loc().x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
125 | break; | ||
126 | } | ||
127 | } | ||
128 | } | ||
103 | 129 | ||
104 | members_[i].movement.pop_front(); | 130 | if (dirHasDir(dir, Direction::down) && |
105 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); | 131 | newColPosDR.y() > oldColPosDR.y()) { |
132 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | ||
133 | if (map.isBlocked(x, newColPosDR.y())) { | ||
134 | blocked = true; | ||
135 | pLoc.y() = p1.loc().y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
136 | break; | ||
137 | } | ||
138 | } | ||
106 | } | 139 | } |
107 | } | ||
108 | 140 | ||
109 | void Party::beginCrouch(Game& game) { | 141 | if (dirHasDir(dir, Direction::up) && |
110 | if (state_ == State::Running) { | 142 | newColPosUL.y() < oldColPosUL.y()) { |
111 | state_ = State::Normal; | 143 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { |
144 | if (map.isBlocked(x, newColPosUL.y())) { | ||
145 | blocked = true; | ||
146 | pLoc.y() = p1.loc().y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | ||
147 | break; | ||
148 | } | ||
149 | } | ||
150 | } | ||
151 | |||
152 | if (blocked && state_ == State::Running) { | ||
153 | stopRunning(game); | ||
154 | } | ||
155 | |||
156 | // Move everything | ||
157 | if (pLoc != p1.loc()) { | ||
158 | game.moveSprite(members_[0].spriteId, pLoc); | ||
112 | 159 | ||
113 | // Double the movement buffer for the followers. | ||
114 | for (int i = 1; i < members_.size(); i++) { | 160 | for (int i = 1; i < members_.size(); i++) { |
115 | std::deque<Movement> newMove; | 161 | const Sprite& pNext = game.getSprite(members_[i].spriteId); |
116 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc(); | 162 | const Movement& posdir = members_[i].movement.front(); |
117 | 163 | game.moveSprite(members_[i].spriteId, posdir.pos); | |
118 | while (!members_[i].movement.empty()) { | 164 | game.setSpriteDirection(members_[i].spriteId, posdir.dir); |
119 | Movement m1 = members_[i].movement.front(); | ||
120 | Movement m2 = m1; | ||
121 | m1.pos = (m1.pos + lastPos) / 2; | ||
122 | lastPos = m2.pos; | ||
123 | |||
124 | newMove.push_back(m1); | ||
125 | newMove.push_back(m2); | ||
126 | members_[i].movement.pop_front(); | ||
127 | } | ||
128 | 165 | ||
129 | members_[i].movement = std::move(newMove); | 166 | members_[i].movement.pop_front(); |
167 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); | ||
130 | } | 168 | } |
169 | } | ||
170 | } | ||
171 | |||
172 | void Party::beginCrouch(Game& game) { | ||
173 | if (state_ == State::Running) { | ||
174 | stopRunning(game); | ||
131 | } else { | 175 | } else { |
132 | state_ = State::Crouching; | 176 | state_ = State::Crouching; |
133 | 177 | ||
@@ -159,3 +203,26 @@ void Party::endCrouch(Game& game) { | |||
159 | } | 203 | } |
160 | } | 204 | } |
161 | } | 205 | } |
206 | |||
207 | void Party::stopRunning(Game& game) { | ||
208 | state_ = State::Normal; | ||
209 | |||
210 | // Double the movement buffer for the followers. | ||
211 | for (int i = 1; i < members_.size(); i++) { | ||
212 | std::deque<Movement> newMove; | ||
213 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc(); | ||
214 | |||
215 | while (!members_[i].movement.empty()) { | ||
216 | Movement m1 = members_[i].movement.front(); | ||
217 | Movement m2 = m1; | ||
218 | m1.pos = (m1.pos + lastPos) / 2; | ||
219 | lastPos = m2.pos; | ||
220 | |||
221 | newMove.push_back(m1); | ||
222 | newMove.push_back(m2); | ||
223 | members_[i].movement.pop_front(); | ||
224 | } | ||
225 | |||
226 | members_[i].movement = std::move(newMove); | ||
227 | } | ||
228 | } | ||