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#include "input_system.h"
#include "game.h"
#include "character_system.h"
#include "message_system.h"
#include "script_system.h"
#include "transform_system.h"
#include "animation_system.h"
#include "menu_system.h"
struct Input {
bool left = false;
bool right = false;
bool up = false;
bool down = false;
};
void InputSystem::tick(double dt) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
game_.quit();
return;
} else if (e.type == SDL_TEXTINPUT) {
debugText_.append(e.text.text);
} else if (e.type == SDL_KEYDOWN) {
if (e.key.keysym.sym == SDLK_ESCAPE) {
if (debugConsole_) {
debugConsole_ = false;
game_.unpauseGameplay();
SDL_StopTextInput();
debugText_.clear();
} else {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().closePauseMenu();
} else if (!game_.isGameplayPaused()) {
game_.getSystem<MenuSystem>().openPauseMenu();
}
}
} else if (e.key.keysym.sym == SDLK_BACKQUOTE) {
#ifdef TANETANE_DEBUG
if (!debugConsole_ && !game_.isGameplayPaused()) {
debugConsole_ = true;
game_.pauseGameplay();
SDL_StartTextInput();
debugText_.clear();
}
#endif
} else if (debugConsole_ && e.key.keysym.sym == SDLK_RETURN) {
game_.getSystem<ScriptSystem>().runDebugScript(debugText_);
debugText_.clear();
} else if (debugConsole_ && e.key.keysym.sym == SDLK_BACKSPACE) {
// Make sure to keep the backtick/heart.
if (!debugText_.empty()) {
debugText_.pop_back();
}
} else if (debugConsole_ && e.key.keysym.sym == SDLK_v && SDL_GetModState() & (KMOD_CTRL | KMOD_GUI)) {
// CTRL-V or CMD-V bc I have a Mac thanks
char* clipboardText = SDL_GetClipboardText();
debugText_.append(clipboardText);
SDL_free(clipboardText);
} else if (e.key.keysym.sym == SDLK_m) {
if (!debugConsole_ && !game_.getSystem<MenuSystem>().isMenuOpen()) {
if (game_.getMixer().isMusicMuted()) {
game_.getMixer().unmuteMusic();
} else {
game_.getMixer().muteMusic();
}
}
} else if (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT) {
if (game_.isGameplayPaused()) continue;
for (int spriteId : game_.getSprites()) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.controllable) {
game_.getSystem<CharacterSystem>().beginCrouch(spriteId);
}
}
} else if (e.key.keysym.sym == SDLK_SPACE) {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().activateOption();
}
if (game_.isGameplayPaused()) continue;
// If there is text on screen, try to advance it.
if (game_.getSystem<MessageSystem>().getCutsceneBarsProgress() != 0.0) {
game_.getSystem<MessageSystem>().advanceText();
} else {
// Otherwise, check if there is a sprite in front of the player.
bool inFrontOfSomething = false;
bool activated = false;
for (int spriteId : game_.getSprites()) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.controllable) {
// Interacting with objects always uses Lucas's movement speed.
vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * LUCAS_MOVEMENT_SPEED);
CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, sprite.loc, checkLoc, sprite.dir);
if (collision.blocked) {
inFrontOfSomething = true;
}
// If there is a sprite to be interacted with, rotate that sprite so it is facing the player.
// Then, run its interaction script if present.
for (int colliderSpriteId : collision.colliders) {
game_.getSystem<AnimationSystem>().setSpriteDirection(colliderSpriteId, oppositeDirection(sprite.dir));
Sprite& collider = game_.getSprite(colliderSpriteId);
if (!collider.interactionScript.empty()) {
game_.getSystem<ScriptSystem>().runScript(game_.getMap().getName(), collider.interactionScript);
activated = true;
}
}
}
}
if (inFrontOfSomething && !activated) {
game_.getSystem<ScriptSystem>().runScript("global", "no_problem_here");
}
}
} else if (e.key.keysym.sym == SDLK_LEFT) {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().pressedLeft();
}
if (game_.isGameplayPaused()) continue;
if (game_.getSystem<MessageSystem>().isChoiceActive()) {
game_.getSystem<MessageSystem>().selectFirstChoice();
}
} else if (e.key.keysym.sym == SDLK_RIGHT) {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().pressedRight();
}
if (game_.isGameplayPaused()) continue;
if (game_.getSystem<MessageSystem>().isChoiceActive()) {
game_.getSystem<MessageSystem>().selectSecondChoice();
}
} else if (e.key.keysym.sym == SDLK_UP) {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().pressedUp();
}
} else if (e.key.keysym.sym == SDLK_DOWN) {
if (game_.getSystem<MenuSystem>().isMenuOpen()) {
game_.getSystem<MenuSystem>().pressedDown();
}
}
} else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
if (game_.isGameplayPaused()) continue;
for (int spriteId : game_.getSprites()) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.controllable) {
game_.getSystem<CharacterSystem>().endCrouch(spriteId);
}
}
}
}
if (game_.isGameplayPaused()) return;
Input keystate;
const Uint8* state = SDL_GetKeyboardState(NULL);
keystate.left = state[SDL_SCANCODE_LEFT];
keystate.right = state[SDL_SCANCODE_RIGHT];
keystate.up = state[SDL_SCANCODE_UP];
keystate.down = state[SDL_SCANCODE_DOWN];
for (int spriteId : game_.getSprites()) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.controllable) {
bool directed = false;
Direction dir = Direction::left;
if (keystate.up)
{
directed = true;
dir = Direction::up;
} else if (keystate.down)
{
directed = true;
dir = Direction::down;
}
if (keystate.left)
{
directed = true;
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)
{
directed = true;
if (dir == Direction::up) {
dir = Direction::up_right;
} else if (dir == Direction::down) {
dir = Direction::down_right;
} else {
dir = Direction::right;
}
}
if (directed) {
game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
} else {
game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
}
}
}
}
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