diff options
Diffstat (limited to 'src/party.cpp')
| -rw-r--r-- | src/party.cpp | 37 |
1 files changed, 19 insertions, 18 deletions
| diff --git a/src/party.cpp b/src/party.cpp index b717281..8b0c34e 100644 --- a/src/party.cpp +++ b/src/party.cpp | |||
| @@ -2,6 +2,7 @@ | |||
| 2 | #include "consts.h" | 2 | #include "consts.h" |
| 3 | #include "mixer.h" | 3 | #include "mixer.h" |
| 4 | #include "transform_system.h" | 4 | #include "transform_system.h" |
| 5 | #include "animation_system.h" | ||
| 5 | 6 | ||
| 6 | void Party::addMember(Game& game, int spriteId) { | 7 | void Party::addMember(Game& game, int spriteId) { |
| 7 | int index = members_.size(); | 8 | int index = members_.size(); |
| @@ -12,12 +13,12 @@ void Party::addMember(Game& game, int spriteId) { | |||
| 12 | if (index > 0) { | 13 | if (index > 0) { |
| 13 | const Sprite& sprite = game.getSprite(spriteId); | 14 | const Sprite& sprite = game.getSprite(spriteId); |
| 14 | 15 | ||
| 15 | newMember.movement = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = sprite.loc(), .dir = sprite.getDirection()}); | 16 | newMember.movement = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = sprite.loc, .dir = sprite.dir}); |
| 16 | } | 17 | } |
| 17 | 18 | ||
| 18 | members_.push_back(std::move(newMember)); | 19 | members_.push_back(std::move(newMember)); |
| 19 | 20 | ||
| 20 | game.setSpriteState(spriteId, "still"); | 21 | game.getSystem<AnimationSystem>().setSpriteAnimation(spriteId, "still"); |
| 21 | } | 22 | } |
| 22 | 23 | ||
| 23 | void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | 24 | void Party::move(Game& game, Mixer& mixer, const Input& keystate) { |
| @@ -33,7 +34,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 33 | } else { | 34 | } else { |
| 34 | if (state_ == State::Normal) { | 35 | if (state_ == State::Normal) { |
| 35 | for (int i = 0; i < members_.size(); i++) { | 36 | for (int i = 0; i < members_.size(); i++) { |
| 36 | game.setSpriteState(members_[i].spriteId, "still"); | 37 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "still"); |
| 37 | } | 38 | } |
| 38 | } | 39 | } |
| 39 | 40 | ||
| @@ -72,16 +73,16 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 72 | lastDir_ = dir; | 73 | lastDir_ = dir; |
| 73 | 74 | ||
| 74 | const Sprite& p1 = game.getSprite(members_[0].spriteId); | 75 | const Sprite& p1 = game.getSprite(members_[0].spriteId); |
| 75 | vec2i pLoc = p1.loc(); | 76 | vec2i pLoc = p1.loc; |
| 76 | 77 | ||
| 77 | if (state_ == State::Crouching) { | 78 | if (state_ == State::Crouching) { |
| 78 | for (int i = 0; i < members_.size(); i++) { | 79 | for (int i = 0; i < members_.size(); i++) { |
| 79 | game.setSpriteDirection(members_[i].spriteId, dir); | 80 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[i].spriteId, dir); |
| 80 | } | 81 | } |
| 81 | 82 | ||
| 82 | return; | 83 | return; |
| 83 | } else { | 84 | } else { |
| 84 | game.setSpriteDirection(members_[0].spriteId, dir); | 85 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[0].spriteId, dir); |
| 85 | } | 86 | } |
| 86 | 87 | ||
| 87 | int speed = MOVEMENT_SPEED; | 88 | int speed = MOVEMENT_SPEED; |
| @@ -89,7 +90,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 89 | speed *= 2; | 90 | speed *= 2; |
| 90 | } else { | 91 | } else { |
| 91 | for (int i = 0; i < members_.size(); i++) { | 92 | for (int i = 0; i < members_.size(); i++) { |
| 92 | game.setSpriteState(members_[i].spriteId, "walk"); | 93 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "walk"); |
| 93 | } | 94 | } |
| 94 | } | 95 | } |
| 95 | 96 | ||
| @@ -101,9 +102,9 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 101 | 102 | ||
| 102 | const vec2i UL_COL_BOX = { 8, 8 }; | 103 | const vec2i UL_COL_BOX = { 8, 8 }; |
| 103 | const vec2i DR_COL_BOX = { 4, 0 }; | 104 | const vec2i DR_COL_BOX = { 4, 0 }; |
| 104 | vec2i oldColPosUL = (p1.loc() - UL_COL_BOX) / map.getTileSize(); | 105 | vec2i oldColPosUL = (p1.loc - UL_COL_BOX) / map.getTileSize(); |
| 105 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); | 106 | vec2i newColPosUL = (pLoc - UL_COL_BOX) / map.getTileSize(); |
| 106 | vec2i oldColPosDR = (p1.loc() + DR_COL_BOX) / map.getTileSize(); | 107 | vec2i oldColPosDR = (p1.loc + DR_COL_BOX) / map.getTileSize(); |
| 107 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); | 108 | vec2i newColPosDR = (pLoc + DR_COL_BOX) / map.getTileSize(); |
| 108 | 109 | ||
| 109 | if (dirHasDir(dir, Direction::right) && | 110 | if (dirHasDir(dir, Direction::right) && |
| @@ -111,7 +112,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 111 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | 112 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { |
| 112 | if (map.isBlocked(newColPosDR.x(), y)) { | 113 | if (map.isBlocked(newColPosDR.x(), y)) { |
| 113 | blocked = true; | 114 | blocked = true; |
| 114 | pLoc.x() = p1.loc().x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | 115 | pLoc.x() = p1.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 115 | break; | 116 | break; |
| 116 | } | 117 | } |
| 117 | } | 118 | } |
| @@ -122,7 +123,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 122 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { | 123 | for (int y = newColPosUL.y(); y <= newColPosDR.y(); y++) { |
| 123 | if (map.isBlocked(newColPosUL.x(), y)) { | 124 | if (map.isBlocked(newColPosUL.x(), y)) { |
| 124 | blocked = true; | 125 | blocked = true; |
| 125 | pLoc.x() = p1.loc().x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | 126 | pLoc.x() = p1.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 126 | break; | 127 | break; |
| 127 | } | 128 | } |
| 128 | } | 129 | } |
| @@ -133,7 +134,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 133 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | 134 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { |
| 134 | if (map.isBlocked(x, newColPosDR.y())) { | 135 | if (map.isBlocked(x, newColPosDR.y())) { |
| 135 | blocked = true; | 136 | blocked = true; |
| 136 | pLoc.y() = p1.loc().y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | 137 | pLoc.y() = p1.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 137 | break; | 138 | break; |
| 138 | } | 139 | } |
| 139 | } | 140 | } |
| @@ -144,7 +145,7 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 144 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { | 145 | for (int x = newColPosUL.x(); x <= newColPosDR.x(); x++) { |
| 145 | if (map.isBlocked(x, newColPosUL.y())) { | 146 | if (map.isBlocked(x, newColPosUL.y())) { |
| 146 | blocked = true; | 147 | blocked = true; |
| 147 | pLoc.y() = p1.loc().y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; | 148 | pLoc.y() = p1.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; |
| 148 | break; | 149 | break; |
| 149 | } | 150 | } |
| 150 | } | 151 | } |
| @@ -156,14 +157,14 @@ void Party::move(Game& game, Mixer& mixer, const Input& keystate) { | |||
| 156 | } | 157 | } |
| 157 | 158 | ||
| 158 | // Move everything | 159 | // Move everything |
| 159 | if (pLoc != p1.loc()) { | 160 | if (pLoc != p1.loc) { |
| 160 | game.getSystem<TransformSystem>().moveSprite(members_[0].spriteId, pLoc); | 161 | game.getSystem<TransformSystem>().moveSprite(members_[0].spriteId, pLoc); |
| 161 | 162 | ||
| 162 | for (int i = 1; i < members_.size(); i++) { | 163 | for (int i = 1; i < members_.size(); i++) { |
| 163 | const Sprite& pNext = game.getSprite(members_[i].spriteId); | 164 | const Sprite& pNext = game.getSprite(members_[i].spriteId); |
| 164 | const Movement& posdir = members_[i].movement.front(); | 165 | const Movement& posdir = members_[i].movement.front(); |
| 165 | game.getSystem<TransformSystem>().moveSprite(members_[i].spriteId, posdir.pos); | 166 | game.getSystem<TransformSystem>().moveSprite(members_[i].spriteId, posdir.pos); |
| 166 | game.setSpriteDirection(members_[i].spriteId, posdir.dir); | 167 | game.getSystem<AnimationSystem>().setSpriteDirection(members_[i].spriteId, posdir.dir); |
| 167 | 168 | ||
| 168 | members_[i].movement.pop_front(); | 169 | members_[i].movement.pop_front(); |
| 169 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); | 170 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); |
| @@ -178,7 +179,7 @@ void Party::beginCrouch(Game& game) { | |||
| 178 | state_ = State::Crouching; | 179 | state_ = State::Crouching; |
| 179 | 180 | ||
| 180 | for (int i = 0; i < members_.size(); i++) { | 181 | for (int i = 0; i < members_.size(); i++) { |
| 181 | game.setSpriteState(members_[i].spriteId, "crouch"); | 182 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "crouch"); |
| 182 | } | 183 | } |
| 183 | } | 184 | } |
| 184 | } | 185 | } |
| @@ -188,7 +189,7 @@ void Party::endCrouch(Game& game) { | |||
| 188 | state_ = State::Running; | 189 | state_ = State::Running; |
| 189 | 190 | ||
| 190 | for (int i = 0; i < members_.size(); i++) { | 191 | for (int i = 0; i < members_.size(); i++) { |
| 191 | game.setSpriteState(members_[i].spriteId, "run"); | 192 | game.getSystem<AnimationSystem>().setSpriteAnimation(members_[i].spriteId, "run"); |
| 192 | 193 | ||
| 193 | // Halve the movement buffer for the followers. | 194 | // Halve the movement buffer for the followers. |
| 194 | if (i > 0) { | 195 | if (i > 0) { |
| @@ -212,7 +213,7 @@ void Party::stopRunning(Game& game) { | |||
| 212 | // Double the movement buffer for the followers. | 213 | // Double the movement buffer for the followers. |
| 213 | for (int i = 1; i < members_.size(); i++) { | 214 | for (int i = 1; i < members_.size(); i++) { |
| 214 | std::deque<Movement> newMove; | 215 | std::deque<Movement> newMove; |
| 215 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc(); | 216 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc; |
| 216 | 217 | ||
| 217 | while (!members_[i].movement.empty()) { | 218 | while (!members_[i].movement.empty()) { |
| 218 | Movement m1 = members_[i].movement.front(); | 219 | Movement m1 = members_[i].movement.front(); |
