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#include "game.h"
#include "transform_system.h"
#include "animation_system.h"
#include "character_system.h"
#include "camera_system.h"
int Game::emplaceSprite(std::string alias) {
int id = sprites_.size();
sprites_.emplace_back();
sprites_.back().alias = alias;
spriteIds_.insert(id);
spritesByAlias_[alias] = id;
return id;
}
void Game::destroySprite(int id) {
for (std::unique_ptr<System>& system : systems_) {
system->destroySprite(id);
}
spriteIds_.erase(id);
spritesByAlias_.erase(sprites_.at(id).alias);
}
void Game::clearSprites() {
for (std::unique_ptr<System>& system : systems_) {
system->clearSpriteCache();
}
sprites_.clear();
spriteIds_.clear();
spritesByAlias_.clear();
}
void Game::loadMap(std::string filename, std::string warpPoint, Direction dir) {
clearSprites();
map_ = std::make_unique<Map>(filename);
vec2i warpLoc = map_->getWarpPoint(warpPoint);
int lucasSprite = emplaceSprite("lucas");
getSystem<TransformSystem>().initSprite(lucasSprite, warpLoc);
getSystem<TransformSystem>().setUpCollision(lucasSprite, {-8, -8}, {12, 8}, true);
getSystem<AnimationSystem>().initSprite(lucasSprite, "../res/sprites/lucas_anim.txt");
getSystem<AnimationSystem>().setSpriteDirection(lucasSprite, dir);
getSprite(lucasSprite).hasShadow = true;
getSprite(lucasSprite).player = true;
getSystem<CharacterSystem>().initSprite(lucasSprite);
int kumaSprite = emplaceSprite("kuma");
getSystem<TransformSystem>().initSprite(kumaSprite, warpLoc);
getSystem<AnimationSystem>().initSprite(kumaSprite, "../res/sprites/kuma_anim.txt");
getSystem<AnimationSystem>().setSpriteDirection(kumaSprite, dir);
getSprite(kumaSprite).hasShadow = true;
getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, kumaSprite);
int dusterSprite = emplaceSprite("duster");
getSystem<TransformSystem>().initSprite(dusterSprite, warpLoc);
getSystem<AnimationSystem>().initSprite(dusterSprite, "../res/sprites/duster_anim.txt");
getSystem<AnimationSystem>().setSpriteDirection(dusterSprite, dir);
getSprite(dusterSprite).hasShadow = true;
getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, dusterSprite);
int boneySprite = emplaceSprite("boney");
getSystem<TransformSystem>().initSprite(boneySprite, warpLoc);
getSystem<AnimationSystem>().initSprite(boneySprite, "../res/sprites/boney_anim.txt");
getSystem<AnimationSystem>().setSpriteDirection(boneySprite, dir);
getSprite(boneySprite).hasShadow = true;
getSystem<CharacterSystem>().addSpriteToParty(lucasSprite, boneySprite);
for (const Prototype& p : map_->getPrototypes()) {
int spriteId = emplaceSprite(p.name);
getSystem<TransformSystem>().initSprite(spriteId, p.pos);
getSystem<TransformSystem>().setUpCollision(spriteId, p.collisionOffset, p.collisionSize, true);
if (!p.animationFilename.empty()) {
getSystem<AnimationSystem>().initSprite(spriteId, p.animationFilename);
getSprite(spriteId).hasShadow = p.shadow;
}
getSprite(spriteId).interactionScript = p.interactionScript;
}
for (const Trigger& t : map_->getTriggers()) {
int spriteId = emplaceSprite(t.name);
getSystem<TransformSystem>().initSprite(spriteId, t.pos);
getSystem<TransformSystem>().setUpCollision(spriteId, {0, 0}, t.size, false);
getSprite(spriteId).walkthroughScript = t.script;
}
getSystem<CameraSystem>().setFollowingSprite(lucasSprite);
getSystem<CameraSystem>().unlockCamera();
}
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