From aac57db782718bf40a7adea15baf8d6b899ea925 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Wed, 17 Feb 2021 20:34:59 -0500 Subject: Made some sprites persist between map changes The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map. Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps. --- src/game.cpp | 75 ++++++++++++++++++++++-------------------------------------- 1 file changed, 27 insertions(+), 48 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index b7ca869..ffa52cf 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -5,9 +5,19 @@ #include "camera_system.h" int Game::emplaceSprite(std::string alias) { - int id = sprites_.size(); - sprites_.emplace_back(); - sprites_.back().alias = alias; + int id; + + if (idsToReuse_.empty()) { + id = sprites_.size(); + sprites_.emplace_back(); + sprites_.back().alias = alias; + } else { + id = idsToReuse_.front(); + idsToReuse_.pop_front(); + sprites_[id] = Sprite(); + sprites_[id].alias = alias; + } + spriteIds_.insert(id); spritesByAlias_[alias] = id; return id; @@ -19,56 +29,28 @@ void Game::destroySprite(int id) { } spriteIds_.erase(id); + idsToReuse_.push_back(id); spritesByAlias_.erase(sprites_.at(id).alias); } -void Game::clearSprites() { - for (std::unique_ptr& system : systems_) { - system->clearSpriteCache(); - } +void Game::loadMap(std::string filename) { + // Clear out non-persistent sprites. + std::list spritesToDelete; + for (int spriteId : spriteIds_) { + Sprite& sprite = sprites_.at(spriteId); - sprites_.clear(); - spriteIds_.clear(); - spritesByAlias_.clear(); -} + if (!sprite.persistent) { + spritesToDelete.push_back(spriteId); + } + } -void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) { - clearSprites(); + for (int spriteId : spritesToDelete) { + destroySprite(spriteId); + } + // Load the new map. map_ = std::make_unique(filename); - vec2i warpLoc = map_->getWarpPoint(warpPoint); - - int lucasSprite = emplaceSprite("lucas"); - getSystem().initSprite(lucasSprite, warpLoc); - getSystem().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true); - getSystem().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt"); - getSystem().setSpriteDirection(lucasSprite, dir); - getSprite(lucasSprite).hasShadow = true; - getSprite(lucasSprite).player = true; - getSystem().initSprite(lucasSprite); - - int kumaSprite = emplaceSprite("kuma"); - getSystem().initSprite(kumaSprite, warpLoc); - getSystem().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt"); - getSystem().setSpriteDirection(kumaSprite, dir); - getSprite(kumaSprite).hasShadow = true; - getSystem().addSpriteToParty(lucasSprite, kumaSprite); - - int dusterSprite = emplaceSprite("duster"); - getSystem().initSprite(dusterSprite, warpLoc); - getSystem().initSprite(dusterSprite, "../res/sprites/duster_anim.txt"); - getSystem().setSpriteDirection(dusterSprite, dir); - getSprite(dusterSprite).hasShadow = true; - getSystem().addSpriteToParty(lucasSprite, dusterSprite); - - int boneySprite = emplaceSprite("boney"); - getSystem().initSprite(boneySprite, warpLoc); - getSystem().initSprite(boneySprite, "../res/sprites/boney_anim.txt"); - getSystem().setSpriteDirection(boneySprite, dir); - getSprite(boneySprite).hasShadow = true; - getSystem().addSpriteToParty(lucasSprite, boneySprite); - for (const Prototype& p : map_->getPrototypes()) { int spriteId = emplaceSprite(p.name); getSystem().initSprite(spriteId, p.pos); @@ -86,7 +68,4 @@ void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) { getSystem().setUpCollision(spriteId, {0, 0}, t.size, false); getSprite(spriteId).walkthroughScript = t.script; } - - getSystem().setFollowingSprite(lucasSprite); - getSystem().unlockCamera(); } -- cgit 1.4.1