#include "party.h" #include "consts.h" void Party::addMember(Game& game, int spriteId) { int index = members_.size(); PartyMember newMember; newMember.spriteId = spriteId; if (index > 0) { const Sprite& sprite = game.getSprite(spriteId); newMember.movement = std::deque(PARTY_FRAME_DELAY * index, {.pos = sprite.loc(), .dir = sprite.getDirection()}); } members_.push_back(std::move(newMember)); game.setSpriteState(spriteId, "still"); } void Party::move(Game& game, const Input& keystate) { if (members_.empty()) { return; } Direction dir = Direction::left; if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) { if (state_ == State::Running) { dir = lastDir_; } else { if (state_ == State::Normal) { for (int i = 0; i < members_.size(); i++) { game.setSpriteState(members_[i].spriteId, "still"); } } return; } } else { if (keystate.up) { dir = Direction::up; } else if (keystate.down) { dir = Direction::down; } if (keystate.left) { if (dir == Direction::up) { dir = Direction::up_left; } else if (dir == Direction::down) { dir = Direction::down_left; } else { dir = Direction::left; } } else if (keystate.right) { if (dir == Direction::up) { dir = Direction::up_right; } else if (dir == Direction::down) { dir = Direction::down_right; } else { dir = Direction::right; } } } lastDir_ = dir; const Sprite& p1 = game.getSprite(members_[0].spriteId); vec2i pLoc = p1.loc(); if (state_ == State::Crouching) { for (int i = 0; i < members_.size(); i++) { game.setSpriteDirection(members_[i].spriteId, dir); } return; } else { game.setSpriteDirection(members_[0].spriteId, dir); } int speed = MOVEMENT_SPEED; if (state_ == State::Running) { speed *= 2; } else { for (int i = 0; i < members_.size(); i++) { game.setSpriteState(members_[i].spriteId, "walk"); } } pLoc += (unitVecInDirection(dir) * speed); game.moveSprite(members_[0].spriteId, pLoc); for (int i = 1; i < members_.size(); i++) { const Sprite& pNext = game.getSprite(members_[i].spriteId); const Movement& posdir = members_[i].movement.front(); game.moveSprite(members_[i].spriteId, posdir.pos); game.setSpriteDirection(members_[i].spriteId, posdir.dir); members_[i].movement.pop_front(); members_[i].movement.push_back({.pos = pLoc, .dir = dir}); } } void Party::beginCrouch(Game& game) { if (state_ == State::Running) { state_ = State::Normal; // Double the movement buffer for the followers. for (int i = 1; i < members_.size(); i++) { std::deque newMove; vec2i lastPos = game.getSprite(members_[i].spriteId).loc(); while (!members_[i].movement.empty()) { Movement m1 = members_[i].movement.front(); Movement m2 = m1; m1.pos = (m1.pos + lastPos) / 2; lastPos = m2.pos; newMove.push_back(m1); newMove.push_back(m2); members_[i].movement.pop_front(); } members_[i].movement = std::move(newMove); } } else { state_ = State::Crouching; for (int i = 0; i < members_.size(); i++) { game.setSpriteState(members_[i].spriteId, "crouch"); } } } void Party::endCrouch(Game& game) { if (state_ == State::Crouching) { state_ = State::Running; for (int i = 0; i < members_.size(); i++) { game.setSpriteState(members_[i].spriteId, "run"); // Halve the movement buffer for the followers. if (i > 0) { std::deque newMove; while (!members_[i].movement.empty()) { newMove.push_back(members_[i].movement.front()); members_[i].movement.pop_front(); members_[i].movement.pop_front(); } members_[i].movement = std::move(newMove); } } } }