diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/character_system.cpp | 94 | ||||
| -rw-r--r-- | src/character_system.h | 2 | ||||
| -rw-r--r-- | src/sprite.h | 1 |
3 files changed, 61 insertions, 36 deletions
| diff --git a/src/character_system.cpp b/src/character_system.cpp index 8a2034a..bc02e6c 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp | |||
| @@ -11,6 +11,7 @@ void CharacterSystem::initSprite(int spriteId, int movementSpeed) { | |||
| 11 | Sprite& sprite = game_.getSprite(spriteId); | 11 | Sprite& sprite = game_.getSprite(spriteId); |
| 12 | sprite.orientable = true; | 12 | sprite.orientable = true; |
| 13 | sprite.movementSpeed = movementSpeed; | 13 | sprite.movementSpeed = movementSpeed; |
| 14 | sprite.trailsAreHalved = false; | ||
| 14 | } | 15 | } |
| 15 | 16 | ||
| 16 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { | 17 | void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { |
| @@ -48,6 +49,7 @@ void CharacterSystem::transplantParty(int leaderId, vec2i pos, Direction dir) { | |||
| 48 | 49 | ||
| 49 | std::vector<int> followers = leader.followers; | 50 | std::vector<int> followers = leader.followers; |
| 50 | leader.followers.clear(); | 51 | leader.followers.clear(); |
| 52 | leader.trailsAreHalved = false; | ||
| 51 | 53 | ||
| 52 | game_.getSystem<TransformSystem>().moveSprite(leaderId, pos); | 54 | game_.getSystem<TransformSystem>().moveSprite(leaderId, pos); |
| 53 | game_.getSystem<AnimationSystem>().setSpriteDirection(leaderId, dir); | 55 | game_.getSystem<AnimationSystem>().setSpriteDirection(leaderId, dir); |
| @@ -123,6 +125,7 @@ void CharacterSystem::tick(double dt) { | |||
| 123 | continue; | 125 | continue; |
| 124 | } | 126 | } |
| 125 | 127 | ||
| 128 | // Make sure this matches up with the code in adjustPartyTrails(). | ||
| 126 | int speed = sprite.movementSpeed; | 129 | int speed = sprite.movementSpeed; |
| 127 | if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) { | 130 | if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) { |
| 128 | speed *= 2; | 131 | speed *= 2; |
| @@ -167,6 +170,7 @@ void CharacterSystem::tick(double dt) { | |||
| 167 | if (newMedium != sprite.characterMedium) { | 170 | if (newMedium != sprite.characterMedium) { |
| 168 | sprite.characterMedium = newMedium; | 171 | sprite.characterMedium = newMedium; |
| 169 | setAnimationFor(spriteId, sprite.characterState); | 172 | setAnimationFor(spriteId, sprite.characterState); |
| 173 | adjustPartyTrails(spriteId); | ||
| 170 | } | 174 | } |
| 171 | 175 | ||
| 172 | if (sprite.characterState == CharacterState::Running) { | 176 | if (sprite.characterState == CharacterState::Running) { |
| @@ -227,49 +231,15 @@ void CharacterSystem::endCrouch(int spriteId) { | |||
| 227 | } | 231 | } |
| 228 | 232 | ||
| 229 | void CharacterSystem::startRunning(int spriteId) { | 233 | void CharacterSystem::startRunning(int spriteId) { |
| 230 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 231 | setPartyState(spriteId, CharacterState::Running); | 234 | setPartyState(spriteId, CharacterState::Running); |
| 232 | 235 | adjustPartyTrails(spriteId); | |
| 233 | for (int followerId : sprite.followers) { | ||
| 234 | // Halve the movement buffer for the followers. | ||
| 235 | Sprite& follower = game_.getSprite(followerId); | ||
| 236 | std::deque<Movement> newMove; | ||
| 237 | |||
| 238 | while (!follower.trail.empty()) { | ||
| 239 | newMove.push_back(follower.trail.front()); | ||
| 240 | follower.trail.pop_front(); | ||
| 241 | follower.trail.pop_front(); | ||
| 242 | } | ||
| 243 | |||
| 244 | follower.trail = std::move(newMove); | ||
| 245 | } | ||
| 246 | } | 236 | } |
| 247 | 237 | ||
| 248 | void CharacterSystem::stopRunning(int spriteId) { | 238 | void CharacterSystem::stopRunning(int spriteId) { |
| 249 | Sprite& sprite = game_.getSprite(spriteId); | 239 | Sprite& sprite = game_.getSprite(spriteId); |
| 250 | setPartyState(spriteId, CharacterState::Still); | 240 | setPartyState(spriteId, CharacterState::Still); |
| 251 | stopRunningSound(sprite); | 241 | stopRunningSound(sprite); |
| 252 | 242 | adjustPartyTrails(spriteId); | |
| 253 | // Double the movement buffer for the followers. | ||
| 254 | for (int followerId : sprite.followers) { | ||
| 255 | Sprite& follower = game_.getSprite(followerId); | ||
| 256 | |||
| 257 | std::deque<Movement> newMove; | ||
| 258 | vec2i lastPos = follower.loc; | ||
| 259 | |||
| 260 | while (!follower.trail.empty()) { | ||
| 261 | Movement m1 = follower.trail.front(); | ||
| 262 | Movement m2 = m1; | ||
| 263 | m1.pos = (m1.pos + lastPos) / 2; | ||
| 264 | lastPos = m2.pos; | ||
| 265 | |||
| 266 | newMove.push_back(m1); | ||
| 267 | newMove.push_back(m2); | ||
| 268 | follower.trail.pop_front(); | ||
| 269 | } | ||
| 270 | |||
| 271 | follower.trail = std::move(newMove); | ||
| 272 | } | ||
| 273 | } | 243 | } |
| 274 | 244 | ||
| 275 | void CharacterSystem::setPartyState(int spriteId, CharacterState state) { | 245 | void CharacterSystem::setPartyState(int spriteId, CharacterState state) { |
| @@ -355,3 +325,55 @@ void CharacterSystem::setAnimationFor(int spriteId, CharacterState state) { | |||
| 355 | } | 325 | } |
| 356 | } | 326 | } |
| 357 | } | 327 | } |
| 328 | |||
| 329 | void CharacterSystem::adjustPartyTrails(int spriteId) { | ||
| 330 | Sprite& sprite = game_.getSprite(spriteId); | ||
| 331 | |||
| 332 | // Trails should be halved if the effective moving speed is twice the normal | ||
| 333 | // speed, which right now is whenever you are running and not on a ladder. | ||
| 334 | bool shouldBeHalved = false; | ||
| 335 | if (sprite.characterState == CharacterState::Running && sprite.characterMedium == CharacterMedium::Normal) { | ||
| 336 | shouldBeHalved = true; | ||
| 337 | } | ||
| 338 | |||
| 339 | if (sprite.trailsAreHalved != shouldBeHalved) { | ||
| 340 | sprite.trailsAreHalved = shouldBeHalved; | ||
| 341 | |||
| 342 | if (shouldBeHalved) { | ||
| 343 | // Halve the movement buffer for the followers. | ||
| 344 | for (int followerId : sprite.followers) { | ||
| 345 | Sprite& follower = game_.getSprite(followerId); | ||
| 346 | std::deque<Movement> newMove; | ||
| 347 | |||
| 348 | while (!follower.trail.empty()) { | ||
| 349 | newMove.push_back(follower.trail.front()); | ||
| 350 | follower.trail.pop_front(); | ||
| 351 | follower.trail.pop_front(); | ||
| 352 | } | ||
| 353 | |||
| 354 | follower.trail = std::move(newMove); | ||
| 355 | } | ||
| 356 | } else { | ||
| 357 | // Double the movement buffer for the followers. | ||
| 358 | for (int followerId : sprite.followers) { | ||
| 359 | Sprite& follower = game_.getSprite(followerId); | ||
| 360 | |||
| 361 | std::deque<Movement> newMove; | ||
| 362 | vec2i lastPos = follower.loc; | ||
| 363 | |||
| 364 | while (!follower.trail.empty()) { | ||
| 365 | Movement m1 = follower.trail.front(); | ||
| 366 | Movement m2 = m1; | ||
| 367 | m1.pos = (m1.pos + lastPos) / 2; | ||
| 368 | lastPos = m2.pos; | ||
| 369 | |||
| 370 | newMove.push_back(m1); | ||
| 371 | newMove.push_back(m2); | ||
| 372 | follower.trail.pop_front(); | ||
| 373 | } | ||
| 374 | |||
| 375 | follower.trail = std::move(newMove); | ||
| 376 | } | ||
| 377 | } | ||
| 378 | } | ||
| 379 | } | ||
| diff --git a/src/character_system.h b/src/character_system.h index ef49d0e..0962a6a 100644 --- a/src/character_system.h +++ b/src/character_system.h | |||
| @@ -50,6 +50,8 @@ private: | |||
| 50 | // state should be the party leader's state | 50 | // state should be the party leader's state |
| 51 | void setAnimationFor(int spriteId, CharacterState state); | 51 | void setAnimationFor(int spriteId, CharacterState state); |
| 52 | 52 | ||
| 53 | void adjustPartyTrails(int spriteId); | ||
| 54 | |||
| 53 | Game& game_; | 55 | Game& game_; |
| 54 | Timer inputTimer_ {33}; | 56 | Timer inputTimer_ {33}; |
| 55 | }; | 57 | }; |
| diff --git a/src/sprite.h b/src/sprite.h index 3c2eade..bb78442 100644 --- a/src/sprite.h +++ b/src/sprite.h | |||
| @@ -83,6 +83,7 @@ public: | |||
| 83 | int movementSpeed = 0; // 1 is slow (good for NPCs), 2 is Lucas's default walking speed | 83 | int movementSpeed = 0; // 1 is slow (good for NPCs), 2 is Lucas's default walking speed |
| 84 | std::vector<int> followers; | 84 | std::vector<int> followers; |
| 85 | std::deque<Movement> trail; | 85 | std::deque<Movement> trail; |
| 86 | bool trailsAreHalved = false; | ||
| 86 | CharacterState characterState = CharacterState::Still; | 87 | CharacterState characterState = CharacterState::Still; |
| 87 | CharacterMedium characterMedium = CharacterMedium::Normal; | 88 | CharacterMedium characterMedium = CharacterMedium::Normal; |
| 88 | Direction movementDir = Direction::down; | 89 | Direction movementDir = Direction::down; |
