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-rw-r--r--src/character_system.cpp11
-rw-r--r--src/character_system.h2
-rw-r--r--src/consts.h4
-rw-r--r--src/game.cpp8
-rw-r--r--src/input_system.cpp3
-rw-r--r--src/main.cpp2
-rw-r--r--src/map.cpp2
-rw-r--r--src/map.h1
-rw-r--r--src/sprite.h1
9 files changed, 22 insertions, 12 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 7d456f6..e6dddf6 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -7,9 +7,10 @@
7#include "animation_system.h" 7#include "animation_system.h"
8#include "script_system.h" 8#include "script_system.h"
9 9
10void CharacterSystem::initSprite(int spriteId) { 10void 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} 14}
14 15
15void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { 16void CharacterSystem::addSpriteToParty(int leaderId, int followerId) {
@@ -29,8 +30,10 @@ void CharacterSystem::addSpriteToParty(int leaderId, int followerId) {
29 toFace = directionFacingPoint(targetPos - follower.loc); 30 toFace = directionFacingPoint(targetPos - follower.loc);
30 } 31 }
31 32
32 for (int i=0; i<PARTY_FRAME_DELAY; i++) { 33 int truePartyDelay = PARTY_FRAME_DELAY / leader.movementSpeed;
33 vec2i tween = ((follower.loc - targetPos) * i) / static_cast<double>(PARTY_FRAME_DELAY) + targetPos; 34
35 for (int i=0; i<truePartyDelay; i++) {
36 vec2i tween = ((follower.loc - targetPos) * i) / static_cast<double>(truePartyDelay) + targetPos;
34 follower.trail.push_front({.pos = tween, .dir = toFace}); 37 follower.trail.push_front({.pos = tween, .dir = toFace});
35 } 38 }
36 39
@@ -101,7 +104,7 @@ void CharacterSystem::tick(double dt) {
101 continue; 104 continue;
102 } 105 }
103 106
104 int speed = MOVEMENT_SPEED; 107 int speed = sprite.movementSpeed;
105 if (sprite.characterState == CharacterState::Running) { 108 if (sprite.characterState == CharacterState::Running) {
106 speed *= 2; 109 speed *= 2;
107 } 110 }
diff --git a/src/character_system.h b/src/character_system.h index 8c2ea54..79c1710 100644 --- a/src/character_system.h +++ b/src/character_system.h
@@ -17,7 +17,7 @@ public:
17 17
18 CharacterSystem(Game& game) : game_(game) {} 18 CharacterSystem(Game& game) : game_(game) {}
19 19
20 void initSprite(int spriteId); 20 void initSprite(int spriteId, int movementSpeed);
21 21
22 void tick(double dt) override; 22 void tick(double dt) override;
23 23
diff --git a/src/consts.h b/src/consts.h index 38e0ef8..e0af6cd 100644 --- a/src/consts.h +++ b/src/consts.h
@@ -7,8 +7,8 @@ const int GAME_HEIGHT = 480;
7const int CANVAS_WIDTH = 240; 7const int CANVAS_WIDTH = 240;
8const int CANVAS_HEIGHT = 160; 8const int CANVAS_HEIGHT = 160;
9 9
10const int MOVEMENT_SPEED = 2; 10const int LUCAS_MOVEMENT_SPEED = 2;
11const int PARTY_FRAME_DELAY = 10;// / MOVEMENT_SPEED; 11const int PARTY_FRAME_DELAY = 20; // true delay is this divided by movement speed (so for Lucas walking it's 10)
12 12
13const int MESSAGE_TEXT_WIDTH = 196; 13const int MESSAGE_TEXT_WIDTH = 196;
14 14
diff --git a/src/game.cpp b/src/game.cpp index 5c0017d..b5393a8 100644 --- a/src/game.cpp +++ b/src/game.cpp
@@ -62,9 +62,11 @@ void Game::loadMap(std::string filename) {
62 getSprite(spriteId).hasShadow = p.shadow; 62 getSprite(spriteId).hasShadow = p.shadow;
63 } 63 }
64 getSprite(spriteId).interactionScript = p.interactionScript; 64 getSprite(spriteId).interactionScript = p.interactionScript;
65 if (p.wander) { 65 if (p.movementSpeed != -1) {
66 getSystem<CharacterSystem>().initSprite(spriteId); 66 getSystem<CharacterSystem>().initSprite(spriteId, p.movementSpeed);
67 getSprite(spriteId).wander = true; 67 if (p.wander) {
68 getSprite(spriteId).wander = true;
69 }
68 } 70 }
69 if (!p.enclosureZone.empty()) { 71 if (!p.enclosureZone.empty()) {
70 getSprite(spriteId).enclosureZone = p.enclosureZone; 72 getSprite(spriteId).enclosureZone = p.enclosureZone;
diff --git a/src/input_system.cpp b/src/input_system.cpp index 2201907..43c59dd 100644 --- a/src/input_system.cpp +++ b/src/input_system.cpp
@@ -40,7 +40,8 @@ void InputSystem::tick(double dt) {
40 for (int spriteId : game_.getSprites()) { 40 for (int spriteId : game_.getSprites()) {
41 Sprite& sprite = game_.getSprite(spriteId); 41 Sprite& sprite = game_.getSprite(spriteId);
42 if (sprite.controllable) { 42 if (sprite.controllable) {
43 vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * MOVEMENT_SPEED); 43 // Interacting with objects always uses Lucas's movement speed.
44 vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * LUCAS_MOVEMENT_SPEED);
44 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir); 45 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir);
45 46
46 if (collision.horiz.blocked || collision.vert.blocked) { 47 if (collision.horiz.blocked || collision.vert.blocked) {
diff --git a/src/main.cpp b/src/main.cpp index 9f503e1..e40b4f4 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -40,7 +40,7 @@ void loop(Renderer& renderer, std::mt19937& rng) {
40 game.getSprite(lucasSprite).player = true; 40 game.getSprite(lucasSprite).player = true;
41 game.getSprite(lucasSprite).controllable = true; 41 game.getSprite(lucasSprite).controllable = true;
42 game.getSprite(lucasSprite).persistent = true; 42 game.getSprite(lucasSprite).persistent = true;
43 game.getSystem<CharacterSystem>().initSprite(lucasSprite); 43 game.getSystem<CharacterSystem>().initSprite(lucasSprite, LUCAS_MOVEMENT_SPEED);
44 game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite); 44 game.getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
45 game.getSystem<CameraSystem>().unlockCamera(); 45 game.getSystem<CameraSystem>().unlockCamera();
46 46
diff --git a/src/map.cpp b/src/map.cpp index 5845009..d7c1e7e 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -80,6 +80,8 @@ Map::Map(std::string_view name) : name_(name) {
80 p.wander = property.getBoolValue(); 80 p.wander = property.getBoolValue();
81 } else if (property.getName() == "enclosureZone") { 81 } else if (property.getName() == "enclosureZone") {
82 p.enclosureZone = property.getStringValue(); 82 p.enclosureZone = property.getStringValue();
83 } else if (property.getName() == "movementSpeed") {
84 p.movementSpeed = property.getIntValue();
83 } 85 }
84 } 86 }
85 87
diff --git a/src/map.h b/src/map.h index e4096f4..a311be1 100644 --- a/src/map.h +++ b/src/map.h
@@ -25,6 +25,7 @@ struct Prototype {
25 std::string interactionScript; 25 std::string interactionScript;
26 bool shadow = false; 26 bool shadow = false;
27 bool wander = false; 27 bool wander = false;
28 int movementSpeed = -1;
28 std::string enclosureZone; 29 std::string enclosureZone;
29}; 30};
30 31
diff --git a/src/sprite.h b/src/sprite.h index e0cff0c..4e3e490 100644 --- a/src/sprite.h +++ b/src/sprite.h
@@ -70,6 +70,7 @@ public:
70 70
71 // Character 71 // Character
72 bool orientable = false; 72 bool orientable = false;
73 int movementSpeed = 0; // 1 is slow (good for NPCs), 2 is Lucas's default walking speed
73 std::vector<int> followers; 74 std::vector<int> followers;
74 std::deque<Movement> trail; 75 std::deque<Movement> trail;
75 CharacterState characterState = CharacterState::Still; 76 CharacterState characterState = CharacterState::Still;