diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/direction.h | 14 | ||||
-rw-r--r-- | src/main.cpp | 4 | ||||
-rw-r--r-- | src/party.cpp | 165 | ||||
-rw-r--r-- | src/party.h | 20 | ||||
-rw-r--r-- | src/vector.h | 4 |
5 files changed, 158 insertions, 49 deletions
diff --git a/src/direction.h b/src/direction.h index 0679a00..ebc0e46 100644 --- a/src/direction.h +++ b/src/direction.h | |||
@@ -3,6 +3,7 @@ | |||
3 | 3 | ||
4 | #include <string> | 4 | #include <string> |
5 | #include <stdexcept> | 5 | #include <stdexcept> |
6 | #include "vector.h" | ||
6 | 7 | ||
7 | enum class Direction { | 8 | enum class Direction { |
8 | up, | 9 | up, |
@@ -27,4 +28,17 @@ inline Direction directionFromString(std::string_view str) { | |||
27 | throw std::invalid_argument("Invalid direction: " + std::string(str)); | 28 | throw std::invalid_argument("Invalid direction: " + std::string(str)); |
28 | } | 29 | } |
29 | 30 | ||
31 | inline vec2i unitVecInDirection(Direction dir) { | ||
32 | switch (dir) { | ||
33 | case Direction::up: return { 0, -1 }; | ||
34 | case Direction::up_right: return { 1, -1 }; | ||
35 | case Direction::right: return { 1, 0 }; | ||
36 | case Direction::down_right: return { 1, 1 }; | ||
37 | case Direction::down: return { 0, 1 }; | ||
38 | case Direction::down_left: return { -1, 1 }; | ||
39 | case Direction::left: return { -1, 0 }; | ||
40 | case Direction::up_left: return { -1, -1 }; | ||
41 | } | ||
42 | } | ||
43 | |||
30 | #endif /* end of include guard: DIRECTION_H_AB66A90E */ | 44 | #endif /* end of include guard: DIRECTION_H_AB66A90E */ |
diff --git a/src/main.cpp b/src/main.cpp index 9d889f2..f9db18d 100644 --- a/src/main.cpp +++ b/src/main.cpp | |||
@@ -33,6 +33,10 @@ void loop(Renderer& renderer) { | |||
33 | while (SDL_PollEvent(&e)) { | 33 | while (SDL_PollEvent(&e)) { |
34 | if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) { | 34 | if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) { |
35 | return; | 35 | return; |
36 | } else if (e.type == SDL_KEYDOWN && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { | ||
37 | party.beginCrouch(game); | ||
38 | } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) { | ||
39 | party.endCrouch(game); | ||
36 | } | 40 | } |
37 | } | 41 | } |
38 | 42 | ||
diff --git a/src/party.cpp b/src/party.cpp index 28492a9..2af252f 100644 --- a/src/party.cpp +++ b/src/party.cpp | |||
@@ -10,10 +10,7 @@ void Party::addMember(Game& game, int spriteId) { | |||
10 | if (index > 0) { | 10 | if (index > 0) { |
11 | const Sprite& sprite = game.getSprite(spriteId); | 11 | const Sprite& sprite = game.getSprite(spriteId); |
12 | 12 | ||
13 | for (int i = 0; i < PARTY_FRAME_DELAY * index; i++) { | 13 | newMember.movement = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = sprite.loc(), .dir = sprite.getDirection()}); |
14 | newMember.nextPosition.push_back(sprite.loc()); | ||
15 | newMember.nextDirection.push_back(sprite.getDirection()); | ||
16 | } | ||
17 | } | 14 | } |
18 | 15 | ||
19 | members_.push_back(std::move(newMember)); | 16 | members_.push_back(std::move(newMember)); |
@@ -26,65 +23,139 @@ void Party::move(Game& game, const Input& keystate) { | |||
26 | return; | 23 | return; |
27 | } | 24 | } |
28 | 25 | ||
29 | const Sprite& p1 = game.getSprite(members_[0].spriteId); | ||
30 | vec2i pLoc = p1.loc(); | ||
31 | Direction dir = Direction::left; | 26 | Direction dir = Direction::left; |
32 | 27 | ||
33 | if (keystate.up) | 28 | if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) { |
34 | { | 29 | if (state_ == State::Running) { |
35 | pLoc.y() -= MOVEMENT_SPEED; | 30 | dir = lastDir_; |
36 | dir = Direction::up; | 31 | } else { |
37 | } else if (keystate.down) | 32 | if (state_ == State::Normal) { |
38 | { | 33 | for (int i = 0; i < members_.size(); i++) { |
39 | pLoc.y() += MOVEMENT_SPEED; | 34 | game.setSpriteState(members_[i].spriteId, "still"); |
40 | dir = Direction::down; | 35 | } |
41 | } | 36 | } |
42 | 37 | ||
43 | if (keystate.left) | 38 | return; |
44 | { | 39 | } |
45 | pLoc.x() -= MOVEMENT_SPEED; | 40 | } else { |
41 | if (keystate.up) | ||
42 | { | ||
43 | dir = Direction::up; | ||
44 | } else if (keystate.down) | ||
45 | { | ||
46 | dir = Direction::down; | ||
47 | } | ||
46 | 48 | ||
47 | if (dir == Direction::up) { | 49 | if (keystate.left) |
48 | dir = Direction::up_left; | 50 | { |
49 | } else if (dir == Direction::down) { | 51 | if (dir == Direction::up) { |
50 | dir = Direction::down_left; | 52 | dir = Direction::up_left; |
51 | } else { | 53 | } else if (dir == Direction::down) { |
52 | dir = Direction::left; | 54 | dir = Direction::down_left; |
55 | } else { | ||
56 | dir = Direction::left; | ||
57 | } | ||
58 | } else if (keystate.right) | ||
59 | { | ||
60 | if (dir == Direction::up) { | ||
61 | dir = Direction::up_right; | ||
62 | } else if (dir == Direction::down) { | ||
63 | dir = Direction::down_right; | ||
64 | } else { | ||
65 | dir = Direction::right; | ||
66 | } | ||
53 | } | 67 | } |
54 | } else if (keystate.right) | 68 | } |
55 | { | 69 | |
56 | pLoc.x() += MOVEMENT_SPEED; | 70 | lastDir_ = dir; |
57 | 71 | ||
58 | if (dir == Direction::up) { | 72 | const Sprite& p1 = game.getSprite(members_[0].spriteId); |
59 | dir = Direction::up_right; | 73 | vec2i pLoc = p1.loc(); |
60 | } else if (dir == Direction::down) { | 74 | |
61 | dir = Direction::down_right; | 75 | if (state_ == State::Crouching) { |
62 | } else { | 76 | for (int i = 0; i < members_.size(); i++) { |
63 | dir = Direction::right; | 77 | game.setSpriteDirection(members_[i].spriteId, dir); |
64 | } | 78 | } |
79 | |||
80 | return; | ||
81 | } else { | ||
82 | game.setSpriteDirection(members_[0].spriteId, dir); | ||
65 | } | 83 | } |
66 | 84 | ||
67 | if (keystate.up || keystate.down || keystate.left || keystate.right) { | 85 | int speed = MOVEMENT_SPEED; |
86 | if (state_ == State::Running) { | ||
87 | speed *= 2; | ||
88 | } else { | ||
68 | for (int i = 0; i < members_.size(); i++) { | 89 | for (int i = 0; i < members_.size(); i++) { |
69 | game.setSpriteState(members_[i].spriteId, "walk"); | 90 | game.setSpriteState(members_[i].spriteId, "walk"); |
70 | } | 91 | } |
92 | } | ||
71 | 93 | ||
72 | game.moveSprite(members_[0].spriteId, pLoc); | 94 | pLoc += (unitVecInDirection(dir) * speed); |
73 | game.setSpriteDirection(members_[0].spriteId, dir); | 95 | |
96 | game.moveSprite(members_[0].spriteId, pLoc); | ||
74 | 97 | ||
98 | for (int i = 1; i < members_.size(); i++) { | ||
99 | const Sprite& pNext = game.getSprite(members_[i].spriteId); | ||
100 | const Movement& posdir = members_[i].movement.front(); | ||
101 | game.moveSprite(members_[i].spriteId, posdir.pos); | ||
102 | game.setSpriteDirection(members_[i].spriteId, posdir.dir); | ||
103 | |||
104 | members_[i].movement.pop_front(); | ||
105 | members_[i].movement.push_back({.pos = pLoc, .dir = dir}); | ||
106 | } | ||
107 | } | ||
108 | |||
109 | void Party::beginCrouch(Game& game) { | ||
110 | if (state_ == State::Running) { | ||
111 | state_ = State::Normal; | ||
112 | |||
113 | // Double the movement buffer for the followers. | ||
75 | for (int i = 1; i < members_.size(); i++) { | 114 | for (int i = 1; i < members_.size(); i++) { |
76 | const Sprite& pNext = game.getSprite(members_[i].spriteId); | 115 | std::deque<Movement> newMove; |
77 | members_[i].nextPosition.push_back(pLoc); | 116 | vec2i lastPos = game.getSprite(members_[i].spriteId).loc(); |
78 | game.moveSprite(members_[i].spriteId, members_[i].nextPosition.front()); | 117 | |
79 | members_[i].nextPosition.pop_front(); | 118 | while (!members_[i].movement.empty()) { |
80 | 119 | Movement m1 = members_[i].movement.front(); | |
81 | members_[i].nextDirection.push_back(dir); | 120 | Movement m2 = m1; |
82 | game.setSpriteDirection(members_[i].spriteId, members_[i].nextDirection.front()); | 121 | m1.pos = (m1.pos + lastPos) / 2; |
83 | members_[i].nextDirection.pop_front(); | 122 | lastPos = m2.pos; |
123 | |||
124 | newMove.push_back(m1); | ||
125 | newMove.push_back(m2); | ||
126 | members_[i].movement.pop_front(); | ||
127 | } | ||
128 | |||
129 | members_[i].movement = std::move(newMove); | ||
84 | } | 130 | } |
85 | } else { | 131 | } else { |
132 | state_ = State::Crouching; | ||
133 | |||
86 | for (int i = 0; i < members_.size(); i++) { | 134 | for (int i = 0; i < members_.size(); i++) { |
87 | game.setSpriteState(members_[i].spriteId, "still"); | 135 | game.setSpriteState(members_[i].spriteId, "crouch"); |
88 | } | 136 | } |
89 | } | 137 | } |
90 | } \ No newline at end of file | 138 | } |
139 | |||
140 | void Party::endCrouch(Game& game) { | ||
141 | if (state_ == State::Crouching) { | ||
142 | state_ = State::Running; | ||
143 | |||
144 | for (int i = 0; i < members_.size(); i++) { | ||
145 | game.setSpriteState(members_[i].spriteId, "run"); | ||
146 | |||
147 | // Halve the movement buffer for the followers. | ||
148 | if (i > 0) { | ||
149 | std::deque<Movement> newMove; | ||
150 | |||
151 | while (!members_[i].movement.empty()) { | ||
152 | newMove.push_back(members_[i].movement.front()); | ||
153 | members_[i].movement.pop_front(); | ||
154 | members_[i].movement.pop_front(); | ||
155 | } | ||
156 | |||
157 | members_[i].movement = std::move(newMove); | ||
158 | } | ||
159 | } | ||
160 | } | ||
161 | } | ||
diff --git a/src/party.h b/src/party.h index 9b0aa89..06f8639 100644 --- a/src/party.h +++ b/src/party.h | |||
@@ -12,15 +12,31 @@ public: | |||
12 | 12 | ||
13 | void move(Game& game, const Input& keystate); | 13 | void move(Game& game, const Input& keystate); |
14 | 14 | ||
15 | void beginCrouch(Game& game); | ||
16 | |||
17 | void endCrouch(Game& game); | ||
18 | |||
15 | private: | 19 | private: |
16 | 20 | ||
21 | enum class State { | ||
22 | Normal, | ||
23 | Crouching, | ||
24 | Running | ||
25 | }; | ||
26 | |||
27 | struct Movement { | ||
28 | vec2i pos; | ||
29 | Direction dir; | ||
30 | }; | ||
31 | |||
17 | struct PartyMember { | 32 | struct PartyMember { |
18 | int spriteId; | 33 | int spriteId; |
19 | std::deque<vec2i> nextPosition; | 34 | std::deque<Movement> movement; |
20 | std::deque<Direction> nextDirection; | ||
21 | }; | 35 | }; |
22 | 36 | ||
23 | std::vector<PartyMember> members_; | 37 | std::vector<PartyMember> members_; |
38 | State state_ = State::Normal; | ||
39 | Direction lastDir_; | ||
24 | }; | 40 | }; |
25 | 41 | ||
26 | #endif /* end of include guard: PARTY_H_826F91BA */ | 42 | #endif /* end of include guard: PARTY_H_826F91BA */ |
diff --git a/src/vector.h b/src/vector.h index 9973ea6..bf38bb2 100644 --- a/src/vector.h +++ b/src/vector.h | |||
@@ -80,6 +80,10 @@ public: | |||
80 | return vec2(x() * s, y() * s); | 80 | return vec2(x() * s, y() * s); |
81 | } | 81 | } |
82 | 82 | ||
83 | vec2 operator/(T s) const { | ||
84 | return vec2(x() / s, y() / s); | ||
85 | } | ||
86 | |||
83 | vec2& operator*=(T s) { | 87 | vec2& operator*=(T s) { |
84 | x() *= s; | 88 | x() *= s; |
85 | y() *= s; | 89 | y() *= s; |