diff options
Diffstat (limited to 'src/systems/orienting.cpp')
| -rw-r--r-- | src/systems/orienting.cpp | 236 |
1 files changed, 236 insertions, 0 deletions
| diff --git a/src/systems/orienting.cpp b/src/systems/orienting.cpp new file mode 100644 index 0000000..187bebc --- /dev/null +++ b/src/systems/orienting.cpp | |||
| @@ -0,0 +1,236 @@ | |||
| 1 | #include "orienting.h" | ||
| 2 | #include "game.h" | ||
| 3 | #include "components/orientable.h" | ||
| 4 | #include "components/ponderable.h" | ||
| 5 | #include "systems/animating.h" | ||
| 6 | #include "consts.h" | ||
| 7 | #include "muxer.h" | ||
| 8 | |||
| 9 | void OrientingSystem::tick(double) | ||
| 10 | { | ||
| 11 | auto entities = game_.getEntityManager().getEntitiesWithComponents< | ||
| 12 | OrientableComponent, | ||
| 13 | PonderableComponent>(); | ||
| 14 | |||
| 15 | for (id_type entity : entities) | ||
| 16 | { | ||
| 17 | auto& orientable = game_.getEntityManager(). | ||
| 18 | getComponent<OrientableComponent>(entity); | ||
| 19 | |||
| 20 | auto& ponderable = game_.getEntityManager(). | ||
| 21 | getComponent<PonderableComponent>(entity); | ||
| 22 | |||
| 23 | switch (orientable.getWalkState()) | ||
| 24 | { | ||
| 25 | case OrientableComponent::WalkState::still: | ||
| 26 | { | ||
| 27 | ponderable.setVelocityX(0); | ||
| 28 | |||
| 29 | break; | ||
| 30 | } | ||
| 31 | |||
| 32 | case OrientableComponent::WalkState::left: | ||
| 33 | { | ||
| 34 | ponderable.setVelocityX(-WALK_SPEED); | ||
| 35 | |||
| 36 | break; | ||
| 37 | } | ||
| 38 | |||
| 39 | case OrientableComponent::WalkState::right: | ||
| 40 | { | ||
| 41 | ponderable.setVelocityX(WALK_SPEED); | ||
| 42 | |||
| 43 | break; | ||
| 44 | } | ||
| 45 | } | ||
| 46 | |||
| 47 | if (orientable.isJumping() && (ponderable.getVelocityY() > 0)) | ||
| 48 | { | ||
| 49 | orientable.setJumping(false); | ||
| 50 | } | ||
| 51 | } | ||
| 52 | } | ||
| 53 | |||
| 54 | void OrientingSystem::moveLeft(id_type entity) | ||
| 55 | { | ||
| 56 | auto& ponderable = game_.getEntityManager(). | ||
| 57 | getComponent<PonderableComponent>(entity); | ||
| 58 | |||
| 59 | auto& orientable = game_.getEntityManager(). | ||
| 60 | getComponent<OrientableComponent>(entity); | ||
| 61 | |||
| 62 | orientable.setFacingRight(false); | ||
| 63 | orientable.setWalkState(OrientableComponent::WalkState::left); | ||
| 64 | |||
| 65 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 66 | if (ponderable.isGrounded()) | ||
| 67 | { | ||
| 68 | animating.startAnimation(entity, "walkingLeft"); | ||
| 69 | } else { | ||
| 70 | animating.startAnimation(entity, "stillLeft"); | ||
| 71 | } | ||
| 72 | } | ||
| 73 | |||
| 74 | void OrientingSystem::moveRight(id_type entity) | ||
| 75 | { | ||
| 76 | auto& ponderable = game_.getEntityManager(). | ||
| 77 | getComponent<PonderableComponent>(entity); | ||
| 78 | |||
| 79 | auto& orientable = game_.getEntityManager(). | ||
| 80 | getComponent<OrientableComponent>(entity); | ||
| 81 | |||
| 82 | orientable.setFacingRight(true); | ||
| 83 | orientable.setWalkState(OrientableComponent::WalkState::right); | ||
| 84 | |||
| 85 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 86 | if (ponderable.isGrounded()) | ||
| 87 | { | ||
| 88 | animating.startAnimation(entity, "walkingRight"); | ||
| 89 | } else { | ||
| 90 | animating.startAnimation(entity, "stillRight"); | ||
| 91 | } | ||
| 92 | } | ||
| 93 | |||
| 94 | void OrientingSystem::stopWalking(id_type entity) | ||
| 95 | { | ||
| 96 | auto& ponderable = game_.getEntityManager(). | ||
| 97 | getComponent<PonderableComponent>(entity); | ||
| 98 | |||
| 99 | auto& orientable = game_.getEntityManager(). | ||
| 100 | getComponent<OrientableComponent>(entity); | ||
| 101 | |||
| 102 | orientable.setWalkState(OrientableComponent::WalkState::still); | ||
| 103 | |||
| 104 | if (ponderable.isGrounded()) | ||
| 105 | { | ||
| 106 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 107 | |||
| 108 | if (orientable.isFacingRight()) | ||
| 109 | { | ||
| 110 | animating.startAnimation(entity, "stillRight"); | ||
| 111 | } else { | ||
| 112 | animating.startAnimation(entity, "stillLeft"); | ||
| 113 | } | ||
| 114 | } | ||
| 115 | } | ||
| 116 | |||
| 117 | void OrientingSystem::jump(id_type entity) | ||
| 118 | { | ||
| 119 | auto& ponderable = game_.getEntityManager(). | ||
| 120 | getComponent<PonderableComponent>(entity); | ||
| 121 | |||
| 122 | if (ponderable.isGrounded()) | ||
| 123 | { | ||
| 124 | auto& orientable = game_.getEntityManager(). | ||
| 125 | getComponent<OrientableComponent>(entity); | ||
| 126 | |||
| 127 | orientable.setJumping(true); | ||
| 128 | |||
| 129 | playSound("res/Randomize87.wav", 0.25); | ||
| 130 | |||
| 131 | ponderable.setVelocityY(JUMP_VELOCITY); | ||
| 132 | ponderable.setAccelY(JUMP_GRAVITY); | ||
| 133 | |||
| 134 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 135 | if (orientable.isFacingRight()) | ||
| 136 | { | ||
| 137 | animating.startAnimation(entity, "stillRight"); | ||
| 138 | } else { | ||
| 139 | animating.startAnimation(entity, "stillLeft"); | ||
| 140 | } | ||
| 141 | } | ||
| 142 | } | ||
| 143 | |||
| 144 | void OrientingSystem::stopJumping(id_type entity) | ||
| 145 | { | ||
| 146 | auto& orientable = game_.getEntityManager(). | ||
| 147 | getComponent<OrientableComponent>(entity); | ||
| 148 | |||
| 149 | if (orientable.isJumping()) | ||
| 150 | { | ||
| 151 | orientable.setJumping(false); | ||
| 152 | |||
| 153 | auto& ponderable = game_.getEntityManager(). | ||
| 154 | getComponent<PonderableComponent>(entity); | ||
| 155 | |||
| 156 | ponderable.setAccelY(NORMAL_GRAVITY); | ||
| 157 | } | ||
| 158 | } | ||
| 159 | |||
| 160 | void OrientingSystem::land(id_type entity) | ||
| 161 | { | ||
| 162 | auto& orientable = game_.getEntityManager(). | ||
| 163 | getComponent<OrientableComponent>(entity); | ||
| 164 | |||
| 165 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 166 | |||
| 167 | switch (orientable.getWalkState()) | ||
| 168 | { | ||
| 169 | case OrientableComponent::WalkState::still: | ||
| 170 | { | ||
| 171 | if (orientable.isFacingRight()) | ||
| 172 | { | ||
| 173 | animating.startAnimation(entity, "stillRight"); | ||
| 174 | } else { | ||
| 175 | animating.startAnimation(entity, "stillLeft"); | ||
| 176 | } | ||
| 177 | |||
| 178 | break; | ||
| 179 | } | ||
| 180 | |||
| 181 | case OrientableComponent::WalkState::left: | ||
| 182 | { | ||
| 183 | animating.startAnimation(entity, "walkingLeft"); | ||
| 184 | |||
| 185 | break; | ||
| 186 | } | ||
| 187 | |||
| 188 | case OrientableComponent::WalkState::right: | ||
| 189 | { | ||
| 190 | animating.startAnimation(entity, "walkingRight"); | ||
| 191 | |||
| 192 | break; | ||
| 193 | } | ||
| 194 | } | ||
| 195 | } | ||
| 196 | |||
| 197 | void OrientingSystem::startFalling(id_type entity) | ||
| 198 | { | ||
| 199 | auto& orientable = game_.getEntityManager(). | ||
| 200 | getComponent<OrientableComponent>(entity); | ||
| 201 | |||
| 202 | auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); | ||
| 203 | |||
| 204 | if (orientable.isFacingRight()) | ||
| 205 | { | ||
| 206 | animating.startAnimation(entity, "stillRight"); | ||
| 207 | } else { | ||
| 208 | animating.startAnimation(entity, "stillLeft"); | ||
| 209 | } | ||
| 210 | } | ||
| 211 | |||
| 212 | void OrientingSystem::drop(id_type entity) | ||
| 213 | { | ||
| 214 | auto& orientable = game_.getEntityManager(). | ||
| 215 | getComponent<OrientableComponent>(entity); | ||
| 216 | |||
| 217 | auto& ponderable = game_.getEntityManager(). | ||
| 218 | getComponent<PonderableComponent>(entity); | ||
| 219 | |||
| 220 | if (ponderable.isGrounded() | ||
| 221 | && (orientable.getDropState() == OrientableComponent::DropState::none)) | ||
| 222 | { | ||
| 223 | orientable.setDropState(OrientableComponent::DropState::ready); | ||
| 224 | } | ||
| 225 | } | ||
| 226 | |||
| 227 | void OrientingSystem::stopDropping(id_type entity) | ||
| 228 | { | ||
| 229 | auto& orientable = game_.getEntityManager(). | ||
| 230 | getComponent<OrientableComponent>(entity); | ||
| 231 | |||
| 232 | if (orientable.getDropState() == OrientableComponent::DropState::ready) | ||
| 233 | { | ||
| 234 | orientable.setDropState(OrientableComponent::DropState::none); | ||
| 235 | } | ||
| 236 | } | ||
