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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-04-28 09:22:44 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-04-28 09:22:44 -0400
commit8016a7146fec3f6f43ca05723441750e5aae3d4d (patch)
tree0d527c1af80cf9ac34a027f9ee6f1acbb95db9f4 /src/systems/playing.cpp
parentf782b81ba10c9b7a1e221b16de0aaa7b6c521729 (diff)
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Restructured the way the world is loaded
The World class was removed and replaced by the RealizingSystem and RealizableComponent. The realizable entity is intended to be a singleton and to represent the world. The Map class was also removed and integrated into the MappableComponent.

These changes are to facilitate implementation of map objects without needing special intermediary objects (including the Map class). Now, map entities are created as soon as the world is created, and map object entities will be as well. They will simply be deactivated while the map is not active. Multiple players are now slightly better supported, which will be important in the future.

This will likely become inefficient as the world becomes bigger, and some sort of sector-loading process will have to be designed. This also reduces the usefulness of EntityManager's entity-searching capabilities (which are not the most efficiently implemented currently anyway), and will likely in the future require some added functionality to better search subsets of entities.

A lot of the components were also rewritten to use bare member variables instead of accessor methods, as they never had special functionality and just took up space. These components were also documented.
Diffstat (limited to 'src/systems/playing.cpp')
-rw-r--r--src/systems/playing.cpp220
1 files changed, 102 insertions, 118 deletions
diff --git a/src/systems/playing.cpp b/src/systems/playing.cpp index 40d9706..b04f0cb 100644 --- a/src/systems/playing.cpp +++ b/src/systems/playing.cpp
@@ -5,61 +5,17 @@
5#include "components/playable.h" 5#include "components/playable.h"
6#include "components/controllable.h" 6#include "components/controllable.h"
7#include "components/orientable.h" 7#include "components/orientable.h"
8#include "components/realizable.h"
8#include "systems/mapping.h" 9#include "systems/mapping.h"
9#include "systems/pondering.h" 10#include "systems/pondering.h"
10#include "systems/orienting.h" 11#include "systems/orienting.h"
11#include "systems/scheduling.h" 12#include "systems/scheduling.h"
12#include "systems/controlling.h" 13#include "systems/controlling.h"
14#include "systems/animating.h"
15#include "systems/realizing.h"
13#include "animation.h" 16#include "animation.h"
14#include "muxer.h" 17#include "muxer.h"
15 18
16void PlayingSystem::tick(double)
17{
18 // Check if we need to change the map
19 auto players = game_.getEntityManager().getEntitiesWithComponents<
20 PlayableComponent,
21 TransformableComponent>();
22
23 for (id_type player : players)
24 {
25 auto& playable = game_.getEntityManager().
26 getComponent<PlayableComponent>(player);
27
28 if (playable.changingMap)
29 {
30 // Change the map!
31 auto entities = game_.getEntityManager().getEntities();
32
33 for (id_type entity : entities)
34 {
35 if (entity != player)
36 {
37 game_.getEntityManager().deleteEntity(entity);
38 }
39 }
40
41 game_.getSystemManager().getSystem<MappingSystem>().
42 loadMap(playable.newMapId);
43
44 auto& transformable = game_.getEntityManager().
45 getComponent<TransformableComponent>(player);
46
47 transformable.setX(playable.newMapX);
48 transformable.setY(playable.newMapY);
49
50 playable.changingMap = false;
51
52 if (playable.newMapCallback)
53 {
54 playable.newMapCallback();
55 playable.newMapCallback = nullptr;
56 }
57
58 break;
59 }
60 }
61}
62
63void PlayingSystem::initPlayer() 19void PlayingSystem::initPlayer()
64{ 20{
65 id_type player = game_.getEntityManager().emplaceEntity(); 21 id_type player = game_.getEntityManager().emplaceEntity();
@@ -72,15 +28,24 @@ void PlayingSystem::initPlayer()
72 28
73 game_.getEntityManager().emplaceComponent<AnimatableComponent>( 29 game_.getEntityManager().emplaceComponent<AnimatableComponent>(
74 player, 30 player,
75 std::move(playerGraphics), 31 std::move(playerGraphics));
76 "stillLeft");
77 32
78 game_.getEntityManager().emplaceComponent<TransformableComponent>( 33 game_.getSystemManager().getSystem<AnimatingSystem>().startAnimation(
79 player, 34 player,
80 game_.getWorld().getStartingX(), 35 "stillLeft");
81 game_.getWorld().getStartingY(), 36
82 10, 37 auto& realizing = game_.getSystemManager().getSystem<RealizingSystem>();
83 12); 38
39 auto& realizable = game_.getEntityManager().
40 getComponent<RealizableComponent>(realizing.getSingleton());
41
42 auto& transformable = game_.getEntityManager().
43 emplaceComponent<TransformableComponent>(player);
44
45 transformable.x = realizable.startingX;
46 transformable.y = realizable.startingY;
47 transformable.w = 10;
48 transformable.h = 12;
84 49
85 game_.getSystemManager().getSystem<PonderingSystem>().initializeBody( 50 game_.getSystemManager().getSystem<PonderingSystem>().initializeBody(
86 player, 51 player,
@@ -92,84 +57,103 @@ void PlayingSystem::initPlayer()
92 auto& playable = game_.getEntityManager(). 57 auto& playable = game_.getEntityManager().
93 emplaceComponent<PlayableComponent>(player); 58 emplaceComponent<PlayableComponent>(player);
94 59
95 playable.checkpointMapId = game_.getWorld().getStartingMapId(); 60 playable.mapId = realizable.activeMap;
96 playable.checkpointX = game_.getWorld().getStartingX(); 61 playable.checkpointMapId = realizable.startingMapId;
97 playable.checkpointY = game_.getWorld().getStartingY(); 62 playable.checkpointX = realizable.startingX;
63 playable.checkpointY = realizable.startingY;
64
65 realizing.enterActiveMap(player);
66
67 realizable.activePlayer = player;
98} 68}
99 69
100void PlayingSystem::changeMap( 70void PlayingSystem::changeMap(
71 id_type player,
101 size_t mapId, 72 size_t mapId,
102 double x, 73 double x,
103 double y, 74 double y)
104 PlayableComponent::MapChangeCallback callback)
105{ 75{
106 auto players = game_.getEntityManager().getEntitiesWithComponents< 76 auto& playable = game_.getEntityManager().
107 PlayableComponent>(); 77 getComponent<PlayableComponent>(player);
108 78
109 for (id_type player : players) 79 auto& transformable = game_.getEntityManager().
80 getComponent<TransformableComponent>(player);
81
82 auto& animatable = game_.getEntityManager().
83 getComponent<AnimatableComponent>(player);
84
85 auto& ponderable = game_.getEntityManager().
86 getComponent<PonderableComponent>(player);
87
88 auto& realizing = game_.getSystemManager().getSystem<RealizingSystem>();
89
90 auto& realizable = game_.getEntityManager().
91 getComponent<RealizableComponent>(realizing.getSingleton());
92
93 id_type newMapEntity = realizable.entityByMapId[mapId];
94
95 if (playable.mapId != newMapEntity)
110 { 96 {
111 auto& playable = game_.getEntityManager(). 97 if (playable.mapId == realizable.activeMap)
112 getComponent<PlayableComponent>(player); 98 {
99 realizing.leaveActiveMap(player);
100 } else if (newMapEntity == realizable.activeMap)
101 {
102 realizing.enterActiveMap(player);
103 }
113 104
114 playable.changingMap = true; 105 playable.mapId = newMapEntity;
115 playable.newMapId = mapId; 106 }
116 playable.newMapX = x; 107
117 playable.newMapY = y; 108 transformable.x = x;
118 playable.newMapCallback = std::move(callback); 109 transformable.y = y;
110
111 if (realizable.activePlayer == player)
112 {
113 realizing.loadMap(newMapEntity);
119 } 114 }
120} 115}
121 116
122void PlayingSystem::die() 117void PlayingSystem::die(id_type player)
123{ 118{
124 playSound("res/Hit_Hurt5.wav", 0.25); 119 playSound("res/Hit_Hurt5.wav", 0.25);
125 120
126 auto players = game_.getEntityManager().getEntitiesWithComponents< 121 auto& animatable = game_.getEntityManager().
127 OrientableComponent, 122 getComponent<AnimatableComponent>(player);
128 ControllableComponent,
129 AnimatableComponent,
130 PonderableComponent,
131 PlayableComponent>();
132 123
133 for (id_type player : players) 124 auto& ponderable = game_.getEntityManager().
134 { 125 getComponent<PonderableComponent>(player);
135 auto& animatable = game_.getEntityManager(). 126
136 getComponent<AnimatableComponent>(player); 127 auto& controlling = game_.getSystemManager().getSystem<ControllingSystem>();
137 128 controlling.freeze(player);
138 auto& ponderable = game_.getEntityManager(). 129
139 getComponent<PonderableComponent>(player); 130 animatable.frozen = true;
140 131 animatable.flickering = true;
141 auto& controlling = game_.getSystemManager().getSystem<ControllingSystem>(); 132 ponderable.frozen = true;
142 controlling.freeze(player); 133 ponderable.collidable = false;
143 134
144 animatable.setFrozen(true); 135 auto& scheduling = game_.getSystemManager().getSystem<SchedulingSystem>();
145 animatable.setFlickering(true); 136
146 ponderable.setFrozen(true); 137 scheduling.schedule(player, 0.75, [&] (id_type player) {
147 ponderable.setCollidable(false); 138 auto& playable = game_.getEntityManager().
148 139 getComponent<PlayableComponent>(player);
149 auto& scheduling = game_.getSystemManager().getSystem<SchedulingSystem>(); 140
150 141 changeMap(
151 scheduling.schedule(player, 0.75, [&] (id_type player) { 142 player,
152 auto& playable = game_.getEntityManager(). 143 playable.checkpointMapId,
153 getComponent<PlayableComponent>(player); 144 playable.checkpointX,
154 145 playable.checkpointY);
155 changeMap( 146
156 playable.checkpointMapId, 147 animatable.frozen = false;
157 playable.checkpointX, 148 animatable.flickering = false;
158 playable.checkpointY, 149 ponderable.frozen = false;
159 [&, player] () { 150 ponderable.collidable = true;
160 animatable.setFrozen(false); 151
161 animatable.setFlickering(false); 152 // Reset the walk state, and then potentially let the
162 ponderable.setFrozen(false); 153 // ControllingSystem set it again.
163 ponderable.setCollidable(true); 154 auto& orienting = game_.getSystemManager().getSystem<OrientingSystem>();
164 155 orienting.stopWalking(player);
165 // Reset the walk state, and then potentially let the 156
166 // ControllingSystem set it again. 157 controlling.unfreeze(player);
167 auto& orienting = game_.getSystemManager(). 158 });
168 getSystem<OrientingSystem>();
169 orienting.stopWalking(player);
170
171 controlling.unfreeze(player);
172 });
173 });
174 }
175} 159}