diff options
author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-08 12:34:42 -0500 |
---|---|---|
committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-08 12:34:42 -0500 |
commit | cefe66cdbb8786dc455657376e36f0ff8785d5bc (patch) | |
tree | 7e90536fad90f2954b3834dc4959f402883c32b3 /src/systems/controlling.cpp | |
parent | cec0ed92c4035c4421d3cc2448f5423fcbb7f7d4 (diff) | |
download | therapy-cefe66cdbb8786dc455657376e36f0ff8785d5bc.tar.gz therapy-cefe66cdbb8786dc455657376e36f0ff8785d5bc.tar.bz2 therapy-cefe66cdbb8786dc455657376e36f0ff8785d5bc.zip |
Introduced animated sprites
Also restyled a lot of the code.
Diffstat (limited to 'src/systems/controlling.cpp')
-rw-r--r-- | src/systems/controlling.cpp | 138 |
1 files changed, 90 insertions, 48 deletions
diff --git a/src/systems/controlling.cpp b/src/systems/controlling.cpp index ec62e9a..3647ff8 100644 --- a/src/systems/controlling.cpp +++ b/src/systems/controlling.cpp | |||
@@ -4,21 +4,30 @@ | |||
4 | #include "components/ponderable.h" | 4 | #include "components/ponderable.h" |
5 | #include "components/animatable.h" | 5 | #include "components/animatable.h" |
6 | #include "components/droppable.h" | 6 | #include "components/droppable.h" |
7 | #include "components/orientable.h" | ||
8 | #include "systems/animating.h" | ||
7 | #include "direction.h" | 9 | #include "direction.h" |
8 | #include "muxer.h" | 10 | #include "muxer.h" |
9 | #include "consts.h" | 11 | #include "consts.h" |
10 | 12 | ||
11 | void ControllingSystem::tick(double dt) | 13 | void ControllingSystem::tick(double) |
12 | { | 14 | { |
13 | while (!actions.empty()) | 15 | while (!actions_.empty()) |
14 | { | 16 | { |
15 | int key = actions.front().first; | 17 | int key = actions_.front().first; |
16 | int action = actions.front().second; | 18 | int action = actions_.front().second; |
19 | |||
20 | auto entities = game_.getEntityManager().getEntitiesWithComponents< | ||
21 | ControllableComponent, | ||
22 | PonderableComponent, | ||
23 | AnimatableComponent, | ||
24 | DroppableComponent, | ||
25 | OrientableComponent>(); | ||
17 | 26 | ||
18 | auto entities = game.getEntityManager().getEntitiesWithComponents<ControllableComponent, PonderableComponent, AnimatableComponent, DroppableComponent>(); | ||
19 | for (auto entity : entities) | 27 | for (auto entity : entities) |
20 | { | 28 | { |
21 | auto& controllable = game.getEntityManager().getComponent<ControllableComponent>(entity); | 29 | auto& controllable = game_.getEntityManager(). |
30 | getComponent<ControllableComponent>(entity); | ||
22 | 31 | ||
23 | if (action == GLFW_PRESS) | 32 | if (action == GLFW_PRESS) |
24 | { | 33 | { |
@@ -95,74 +104,107 @@ void ControllingSystem::tick(double dt) | |||
95 | } | 104 | } |
96 | } | 105 | } |
97 | 106 | ||
98 | actions.pop(); | 107 | actions_.pop(); |
99 | } | 108 | } |
100 | } | 109 | } |
101 | 110 | ||
102 | void ControllingSystem::input(int key, int action) | 111 | void ControllingSystem::input(int key, int action) |
103 | { | 112 | { |
104 | actions.push(std::make_pair(key, action)); | 113 | actions_.push(std::make_pair(key, action)); |
105 | } | 114 | } |
106 | 115 | ||
107 | void ControllingSystem::walkLeft(int entity) | 116 | void ControllingSystem::walkLeft(id_type entity) |
108 | { | 117 | { |
109 | auto& ponderable = game.getEntityManager().getComponent<PonderableComponent>(entity); | 118 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
110 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 119 | auto& orientable = game_.getEntityManager().getComponent<OrientableComponent>(entity); |
111 | 120 | ||
121 | orientable.setFacingRight(false); | ||
112 | ponderable.setVelocityX(-90); | 122 | ponderable.setVelocityX(-90); |
113 | 123 | ||
114 | animatable.setDirection(Direction::Left); | 124 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); |
115 | animatable.setWalking(true); | 125 | |
126 | if (ponderable.getState() == PonderableComponent::state::grounded) | ||
127 | { | ||
128 | animating.startAnimation(entity, "walkingLeft"); | ||
129 | } else { | ||
130 | animating.startAnimation(entity, "stillLeft"); | ||
131 | } | ||
116 | } | 132 | } |
117 | 133 | ||
118 | void ControllingSystem::walkRight(int entity) | 134 | void ControllingSystem::walkRight(id_type entity) |
119 | { | 135 | { |
120 | auto& ponderable = game.getEntityManager().getComponent<PonderableComponent>(entity); | 136 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
121 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 137 | auto& orientable = game_.getEntityManager().getComponent<OrientableComponent>(entity); |
122 | 138 | ||
139 | orientable.setFacingRight(true); | ||
123 | ponderable.setVelocityX(90); | 140 | ponderable.setVelocityX(90); |
124 | 141 | ||
125 | animatable.setDirection(Direction::Right); | 142 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); |
126 | animatable.setWalking(true); | 143 | |
144 | if (ponderable.getState() == PonderableComponent::state::grounded) | ||
145 | { | ||
146 | animating.startAnimation(entity, "walkingRight"); | ||
147 | } else { | ||
148 | animating.startAnimation(entity, "stillRight"); | ||
149 | } | ||
127 | } | 150 | } |
128 | 151 | ||
129 | void ControllingSystem::stopWalking(int entity) | 152 | void ControllingSystem::stopWalking(id_type entity) |
130 | { | 153 | { |
131 | auto& ponderable = game.getEntityManager().getComponent<PonderableComponent>(entity); | 154 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
132 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 155 | auto& orientable = game_.getEntityManager().getComponent<OrientableComponent>(entity); |
133 | 156 | ||
134 | ponderable.setVelocityX(0); | 157 | ponderable.setVelocityX(0); |
135 | 158 | ||
136 | animatable.setWalking(false); | 159 | if (ponderable.getState() == PonderableComponent::state::grounded) |
160 | { | ||
161 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
162 | |||
163 | if (orientable.isFacingRight()) | ||
164 | { | ||
165 | animating.startAnimation(entity, "stillRight"); | ||
166 | } else { | ||
167 | animating.startAnimation(entity, "stillLeft"); | ||
168 | } | ||
169 | } | ||
137 | } | 170 | } |
138 | 171 | ||
139 | void ControllingSystem::jump(int entity) | 172 | void ControllingSystem::jump(id_type entity) |
140 | { | 173 | { |
141 | auto& ponderable = game.getEntityManager().getComponent<PonderableComponent>(entity); | 174 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
142 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 175 | |
143 | 176 | if (ponderable.getState() == PonderableComponent::state::grounded) | |
144 | playSound("res/Randomize87.wav", 0.25); | 177 | { |
145 | 178 | playSound("res/Randomize87.wav", 0.25); | |
146 | ponderable.setVelocityY(JUMP_VELOCITY(TILE_HEIGHT*4.5, 0.3)); | 179 | |
147 | ponderable.setAccelY(JUMP_GRAVITY(TILE_HEIGHT*4.5, 0.3)); | 180 | ponderable.setVelocityY(JUMP_VELOCITY(TILE_HEIGHT*4.5, 0.3)); |
148 | 181 | ponderable.setAccelY(JUMP_GRAVITY(TILE_HEIGHT*4.5, 0.3)); | |
149 | animatable.setJumping(true); | 182 | ponderable.setState(PonderableComponent::state::jumping); |
183 | } | ||
150 | } | 184 | } |
151 | 185 | ||
152 | void ControllingSystem::stopJumping(int entity) | 186 | void ControllingSystem::stopJumping(id_type entity) |
153 | { | 187 | { |
154 | auto& ponderable = game.getEntityManager().getComponent<PonderableComponent>(entity); | 188 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
155 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 189 | |
156 | 190 | if (ponderable.getState() == PonderableComponent::state::jumping) | |
157 | ponderable.setAccelY(JUMP_GRAVITY(TILE_HEIGHT*3.5, 0.233)); | 191 | { |
158 | animatable.setJumping(false); | 192 | ponderable.setAccelY(JUMP_GRAVITY(TILE_HEIGHT*3.5, 0.233)); |
193 | ponderable.setState(PonderableComponent::state::falling); | ||
194 | } | ||
159 | } | 195 | } |
160 | 196 | ||
161 | void ControllingSystem::drop(int entity, bool start) | 197 | void ControllingSystem::drop(id_type entity, bool start) |
162 | { | 198 | { |
163 | auto& animatable = game.getEntityManager().getComponent<AnimatableComponent>(entity); | 199 | auto& droppable = game_.getEntityManager().getComponent<DroppableComponent>(entity); |
164 | auto& droppable = game.getEntityManager().getComponent<DroppableComponent>(entity); | 200 | auto& ponderable = game_.getEntityManager().getComponent<PonderableComponent>(entity); |
165 | 201 | ||
202 | if (start && (ponderable.getState() == PonderableComponent::state::grounded)) | ||
203 | { | ||
204 | ponderable.setState(PonderableComponent::state::dropping); | ||
205 | } else if ((!start) && (ponderable.getState() == PonderableComponent::state::dropping)) | ||
206 | { | ||
207 | ponderable.setState(PonderableComponent::state::grounded); | ||
208 | } | ||
166 | droppable.setDroppable(start); | 209 | droppable.setDroppable(start); |
167 | animatable.setCrouching(start); | ||
168 | } | 210 | } |