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| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-17 15:55:37 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-05-17 15:55:37 -0400 |
| commit | 90aadf3844386824140a20d7fbb847bc16009a94 (patch) | |
| tree | 6f83fce90e71abb22b1a8f3e09c79963b2a34d5d /src/systems/animating.cpp | |
| parent | bc63fa57ced1c7329f7fdcfd168eaf7e290158bc (diff) | |
| parent | 86f0106d0523825549f1e74b835688c78a10cf6c (diff) | |
| download | therapy-90aadf3844386824140a20d7fbb847bc16009a94.tar.gz therapy-90aadf3844386824140a20d7fbb847bc16009a94.tar.bz2 therapy-90aadf3844386824140a20d7fbb847bc16009a94.zip | |
Merge pull request #7 from hatkirby/es-rewrite
The ECS rewrite exceeds the original branch in functionality, so it is time to merge it in.
Diffstat (limited to 'src/systems/animating.cpp')
| -rw-r--r-- | src/systems/animating.cpp | 103 |
1 files changed, 103 insertions, 0 deletions
| diff --git a/src/systems/animating.cpp b/src/systems/animating.cpp new file mode 100644 index 0000000..50a32fc --- /dev/null +++ b/src/systems/animating.cpp | |||
| @@ -0,0 +1,103 @@ | |||
| 1 | #include "animating.h" | ||
| 2 | #include "game.h" | ||
| 3 | #include "components/animatable.h" | ||
| 4 | #include "components/transformable.h" | ||
| 5 | |||
| 6 | void AnimatingSystem::tick(double) | ||
| 7 | { | ||
| 8 | std::set<id_type> spriteEntities = | ||
| 9 | game_.getEntityManager().getEntitiesWithComponents<AnimatableComponent>(); | ||
| 10 | |||
| 11 | for (id_type entity : spriteEntities) | ||
| 12 | { | ||
| 13 | auto& sprite = game_.getEntityManager(). | ||
| 14 | getComponent<AnimatableComponent>(entity); | ||
| 15 | |||
| 16 | if (sprite.active) | ||
| 17 | { | ||
| 18 | if (!sprite.frozen) | ||
| 19 | { | ||
| 20 | sprite.countdown++; | ||
| 21 | } | ||
| 22 | |||
| 23 | const Animation& anim = sprite.getAnimation(); | ||
| 24 | if (sprite.countdown >= anim.getDelay()) | ||
| 25 | { | ||
| 26 | sprite.frame++; | ||
| 27 | sprite.countdown = 0; | ||
| 28 | |||
| 29 | if (sprite.frame >= anim.getFirstFrame() + anim.getNumFrames()) | ||
| 30 | { | ||
| 31 | sprite.frame = anim.getFirstFrame(); | ||
| 32 | } | ||
| 33 | } | ||
| 34 | |||
| 35 | if (sprite.flickering) | ||
| 36 | { | ||
| 37 | sprite.flickerTimer = (sprite.flickerTimer + 1) % 6; | ||
| 38 | } | ||
| 39 | } | ||
| 40 | } | ||
| 41 | } | ||
| 42 | |||
| 43 | void AnimatingSystem::render(Texture& texture) | ||
| 44 | { | ||
| 45 | std::set<id_type> spriteEntities = | ||
| 46 | game_.getEntityManager().getEntitiesWithComponents< | ||
| 47 | AnimatableComponent, | ||
| 48 | TransformableComponent>(); | ||
| 49 | |||
| 50 | for (id_type entity : spriteEntities) | ||
| 51 | { | ||
| 52 | auto& sprite = game_.getEntityManager(). | ||
| 53 | getComponent<AnimatableComponent>(entity); | ||
| 54 | |||
| 55 | if (sprite.active) | ||
| 56 | { | ||
| 57 | auto& transform = game_.getEntityManager(). | ||
| 58 | getComponent<TransformableComponent>(entity); | ||
| 59 | |||
| 60 | double alpha = 1.0; | ||
| 61 | if (sprite.flickering && (sprite.flickerTimer < 3)) | ||
| 62 | { | ||
| 63 | alpha = 0.0; | ||
| 64 | } | ||
| 65 | |||
| 66 | Rectangle dstrect { | ||
| 67 | static_cast<int>(transform.pos.x()), | ||
| 68 | static_cast<int>(transform.pos.y()), | ||
| 69 | transform.size.w(), | ||
| 70 | transform.size.h()}; | ||
| 71 | |||
| 72 | const AnimationSet& aset = sprite.animationSet; | ||
| 73 | game_.getRenderer().blit( | ||
| 74 | aset.getTexture(), | ||
| 75 | texture, | ||
| 76 | aset.getFrameRect(sprite.frame), | ||
| 77 | dstrect, | ||
| 78 | alpha); | ||
| 79 | } | ||
| 80 | } | ||
| 81 | } | ||
| 82 | |||
| 83 | void AnimatingSystem::initPrototype(id_type entity) | ||
| 84 | { | ||
| 85 | auto& sprite = game_.getEntityManager(). | ||
| 86 | getComponent<AnimatableComponent>(entity); | ||
| 87 | |||
| 88 | startAnimation(entity, sprite.origAnimation); | ||
| 89 | |||
| 90 | sprite.countdown = 0; | ||
| 91 | sprite.flickering = false; | ||
| 92 | sprite.flickerTimer = 0; | ||
| 93 | sprite.frozen = false; | ||
| 94 | } | ||
| 95 | |||
| 96 | void AnimatingSystem::startAnimation(id_type entity, std::string animation) | ||
| 97 | { | ||
| 98 | auto& sprite = game_.getEntityManager(). | ||
| 99 | getComponent<AnimatableComponent>(entity); | ||
| 100 | |||
| 101 | sprite.animation = std::move(animation); | ||
| 102 | sprite.frame = sprite.getAnimation().getFirstFrame(); | ||
| 103 | } | ||
