mirror of
https://github.com/NoelFB/tiny_link.git
synced 2025-12-14 14:07:07 +08:00
room transition + attack anim
This commit is contained in:
118
src/game.cpp
118
src/game.cpp
@ -4,10 +4,16 @@
|
||||
#include "assets/tileset.h"
|
||||
#include "components/collider.h"
|
||||
#include "components/tilemap.h"
|
||||
#include "components/player.h"
|
||||
#include "factory.h"
|
||||
|
||||
using namespace TL;
|
||||
|
||||
namespace
|
||||
{
|
||||
constexpr float transition_duration = 0.75f;
|
||||
}
|
||||
|
||||
void Game::startup()
|
||||
{
|
||||
// load our content
|
||||
@ -21,6 +27,8 @@ void Game::startup()
|
||||
|
||||
m_draw_colliders = false;
|
||||
|
||||
// camera setup
|
||||
camera = Vec2::zero;
|
||||
load_room(Point(0, 0));
|
||||
}
|
||||
|
||||
@ -30,14 +38,16 @@ void Game::load_room(Point cell)
|
||||
BLAH_ASSERT(grid, "Room doesn't exist!");
|
||||
room = cell;
|
||||
|
||||
// destroy all the entities
|
||||
world.clear();
|
||||
// get room offset
|
||||
auto offset = Point(cell.x * width, cell.y * height);
|
||||
|
||||
// get the castle tileset for now
|
||||
auto castle = Content::find_tileset("castle");
|
||||
auto grass = Content::find_tileset("grass");
|
||||
auto plants = Content::find_tileset("plants");
|
||||
|
||||
// make the floor
|
||||
auto floor = world.add_entity();
|
||||
auto floor = world.add_entity(offset);
|
||||
auto tilemap = floor->add(Tilemap(8, 8, columns, rows));
|
||||
auto solids = floor->add(Collider::make_grid(8, 40, 23));
|
||||
solids->mask = Mask::solid;
|
||||
@ -46,6 +56,7 @@ void Game::load_room(Point cell)
|
||||
for (int x = 0; x < columns; x ++)
|
||||
for (int y = 0; y < rows; y++)
|
||||
{
|
||||
Point world_position = offset + Point(x * tile_width, y * tile_height);
|
||||
Color col = grid->pixels[x + y * columns];
|
||||
uint32_t rgb =
|
||||
((uint32_t)col.r << 16) |
|
||||
@ -58,15 +69,27 @@ void Game::load_room(Point cell)
|
||||
case 0x000000:
|
||||
break;
|
||||
|
||||
// solids
|
||||
// castle tiles
|
||||
case 0xffffff:
|
||||
tilemap->set_cell(x, y, &castle->random_tile());
|
||||
solids->set_cell(x, y, true);
|
||||
break;
|
||||
|
||||
// player
|
||||
// grass tiles
|
||||
case 0x8f974a:
|
||||
tilemap->set_cell(x, y, &grass->random_tile());
|
||||
solids->set_cell(x, y, true);
|
||||
break;
|
||||
|
||||
// plants tiles
|
||||
case 0x4b692f:
|
||||
tilemap->set_cell(x, y, &plants->random_tile());
|
||||
break;
|
||||
|
||||
// player (only if it doesn't already exist)
|
||||
case 0x6abe30:
|
||||
Factory::player(&world, Point(x * tile_width + tile_width / 2, (y + 1) * tile_height));
|
||||
if (!world.first<Player>())
|
||||
Factory::player(&world, world_position + Point(tile_width / 2, tile_height));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -79,12 +102,87 @@ void Game::shutdown()
|
||||
|
||||
void Game::update()
|
||||
{
|
||||
// Toggle Collider Render
|
||||
if (Input::pressed(Key::F1))
|
||||
m_draw_colliders = !m_draw_colliders;
|
||||
if (Input::pressed(Key::F2))
|
||||
load_room(room);
|
||||
|
||||
world.update();
|
||||
// Reload Current Room
|
||||
if (Input::pressed(Key::F2))
|
||||
{
|
||||
m_transition = false;
|
||||
world.clear();
|
||||
load_room(room);
|
||||
}
|
||||
|
||||
// Normal Update
|
||||
if (!m_transition)
|
||||
{
|
||||
world.update();
|
||||
|
||||
auto player = world.first<Player>();
|
||||
if (player)
|
||||
{
|
||||
auto pos = player->entity()->position;
|
||||
auto bounds = RectI(room.x * width, room.y * height, width, height);
|
||||
if (!bounds.contains(pos))
|
||||
{
|
||||
// target room
|
||||
Point next_room = Point(pos.x / width, pos.y / height);
|
||||
if (pos.x < 0) next_room.x--;
|
||||
if (pos.y < 0) next_room.y--;
|
||||
|
||||
// see if room exists
|
||||
if (Content::find_room(next_room))
|
||||
{
|
||||
// transiton to it!
|
||||
m_transition = true;
|
||||
m_next_ease = 0;
|
||||
m_next_room = next_room;
|
||||
m_last_room = room;
|
||||
|
||||
// store entities from the previous room
|
||||
m_last_entities.clear();
|
||||
Entity* e = world.first_entity();
|
||||
while (e)
|
||||
{
|
||||
m_last_entities.push_back(e);
|
||||
e = e->next();
|
||||
}
|
||||
|
||||
// load contents of the next room
|
||||
load_room(next_room);
|
||||
}
|
||||
// doesn't exist, clamp player
|
||||
else
|
||||
{
|
||||
player->entity()->position = Point(
|
||||
Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w),
|
||||
Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Room Transition routine
|
||||
else
|
||||
{
|
||||
auto last_cam = Vec2(m_last_room.x * width, m_last_room.y * height);
|
||||
auto next_cam = Vec2(m_next_room.x * width, m_next_room.y * height);
|
||||
|
||||
m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
|
||||
camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
|
||||
|
||||
if (m_next_ease >= 1.0f)
|
||||
{
|
||||
// delete old objects (except player!)
|
||||
for (auto& it : m_last_entities)
|
||||
{
|
||||
if (!it->get<Player>())
|
||||
world.destroy_entity(it);
|
||||
}
|
||||
|
||||
m_transition = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Game::render()
|
||||
@ -93,6 +191,7 @@ void Game::render()
|
||||
{
|
||||
buffer->clear(0x150e22);
|
||||
|
||||
batch.push_matrix(Mat3x2::create_translation(-camera));
|
||||
world.render(batch);
|
||||
|
||||
if (m_draw_colliders)
|
||||
@ -105,6 +204,7 @@ void Game::render()
|
||||
}
|
||||
}
|
||||
|
||||
batch.pop_matrix();
|
||||
batch.render(buffer);
|
||||
batch.clear();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user