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https://github.com/NoelFB/tiny_link.git
synced 2024-11-25 18:18:56 +08:00
room transition + attack anim
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content/map/1x0.png
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content/map/1x0.png
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content/tilesets/grass.ase
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content/tilesets/grass.ase
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content/tilesets/plants.ase
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content/tilesets/plants.ase
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@ -0,0 +1,11 @@
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#include "sprite.h"
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using namespace TL;
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const Sprite::Animation* TL::Sprite::get_animation(const String& name) const
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{
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for (auto& it : animations)
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if (it.name == name)
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return ⁢
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return nullptr;
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}
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@ -17,10 +17,20 @@ namespace TL
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{
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String name;
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Vector<Frame> frames;
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float duration() const
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{
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float d = 0;
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for (auto& it : frames)
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d += it.duration;
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return d;
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}
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};
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String name;
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Vec2 origin;
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Vector<Animation> animations;
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const Animation* get_animation(const String& name) const;
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};
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}
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@ -9,16 +9,26 @@ Animator::Animator(const String& sprite)
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m_animation_index = 0;
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}
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void Animator::play(const String& animation)
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const Sprite* Animator::sprite() const
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{
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return m_sprite;
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}
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void Animator::play(const String& animation, bool restart)
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{
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BLAH_ASSERT(m_sprite, "No Sprite Assigned!");
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for (int i = 0; i < m_sprite->animations.size(); i++)
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{
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if (m_sprite->animations[i].name == animation)
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{
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if (m_animation_index != i || restart)
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{
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m_animation_index = i;
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m_frame_index = 0;
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m_frame_counter = 0;
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}
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break;
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}
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}
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@ -21,8 +21,8 @@ namespace TL
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Animator() = default;
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Animator(const String& sprite);
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void play(const String& animation);
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const Sprite* sprite() const;
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void play(const String& animation, bool restart = false);
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void update() override;
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void render(Batch& batch) override;
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@ -27,12 +27,18 @@ Player::Player()
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.press_buffer(0.15f)
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.add_key(Key::X)
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.add_button(0, Button::A);
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input_attack = VirtualButton()
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.press_buffer(0.15f)
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.add_key(Key::C)
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.add_button(0, Button::X);
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}
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void Player::update()
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{
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input_move.update();
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input_jump.update();
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input_attack.update();
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auto mover = get<Mover>();
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auto anim = get<Animator>();
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@ -44,13 +50,30 @@ void Player::update()
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{
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// land squish
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if (!was_on_ground && m_on_ground)
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anim->scale = Vec2(facing * 1.5f, 0.7f);
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anim->scale = Vec2(m_facing * 1.5f, 0.7f);
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// lerp scale back to one
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anim->scale = Calc::approach(anim->scale, Vec2(facing, 1.0f), Time::delta * 4);
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anim->scale = Calc::approach(anim->scale, Vec2(m_facing, 1.0f), Time::delta * 4);
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// set facing
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anim->scale.x = Calc::abs(anim->scale.x) * facing;
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// set m_facing
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anim->scale.x = Calc::abs(anim->scale.x) * m_facing;
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}
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// NORMAL STATE
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if (m_state == st_normal)
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{
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// Current Animation
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if (m_on_ground)
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{
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if (input != 0)
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anim->play("run");
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else
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anim->play("idle");
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}
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else
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{
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anim->play("jump");
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}
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// Horizontal Movement
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@ -74,7 +97,52 @@ void Player::update()
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// Facing Direction
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if (input != 0 && m_on_ground)
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facing = input;
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m_facing = input;
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}
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// Invoke Jumping
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{
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if (input_jump.pressed() && mover->on_ground())
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{
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input_jump.clear_press_buffer();
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anim->scale = Vec2(m_facing * 0.65f, 1.4f);
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mover->speed.x = input * max_air_speed;
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m_jump_timer = jump_time;
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}
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}
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// Begin Attack
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if (input_attack.pressed())
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{
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input_attack.clear_press_buffer();
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m_state = st_attack;
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m_attack_timer = anim->sprite()->get_animation("attack")->duration();
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if (m_on_ground)
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mover->speed.x = 0;
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}
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}
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// ATTACK STATE
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else if (m_state == st_attack)
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{
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anim->play("attack");
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m_attack_timer -= Time::delta;
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if (m_attack_timer <= 0)
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{
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anim->play("idle");
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m_state = st_normal;
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}
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}
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// Variable Jumping
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if (m_jump_timer > 0)
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{
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mover->speed.y = -100;
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m_jump_timer -= Time::delta;
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if (!input_jump.down())
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m_jump_timer = 0;
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}
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// Gravity
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@ -86,22 +154,4 @@ void Player::update()
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mover->speed.y += grav * Time::delta;
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}
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// Jumping
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{
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if (input_jump.pressed() && mover->on_ground())
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{
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anim->scale = Vec2(facing * 0.65f, 1.4f);
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mover->speed.x = input * max_air_speed;
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m_jump_timer = jump_time;
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}
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if (m_jump_timer > 0)
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{
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mover->speed.y = -100;
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m_jump_timer -= Time::delta;
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if (!input_jump.down())
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m_jump_timer = 0;
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}
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}
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}
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@ -9,15 +9,21 @@ namespace TL
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class Player : public Component
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{
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public:
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static constexpr int st_normal = 0;
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static constexpr int st_attack = 1;
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VirtualStick input_move;
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VirtualButton input_jump;
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VirtualButton input_attack;
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Player();
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void update() override;
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private:
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int facing = 1;
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int m_state = st_normal;
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int m_facing = 1;
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float m_jump_timer = 0;
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float m_attack_timer = 0;
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bool m_on_ground;
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};
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}
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@ -52,10 +52,12 @@ void Tilemap::set_cells(int x, int y, int w, int h, const Subtexture* tex)
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void Tilemap::render(Batch& batch)
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{
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batch.push_matrix(Mat3x2::create_translation(entity()->position));
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for (int x = 0; x < m_columns; x ++)
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for (int y = 0; y < m_rows; y ++)
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if (m_grid[x + y * m_columns].texture)
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{
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batch.tex(m_grid[x + y * m_columns], Vec2(x * m_tile_width, y * m_tile_height));
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}
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batch.pop_matrix();
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}
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116
src/game.cpp
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src/game.cpp
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#include "assets/tileset.h"
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#include "components/collider.h"
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#include "components/tilemap.h"
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#include "components/player.h"
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#include "factory.h"
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using namespace TL;
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namespace
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{
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constexpr float transition_duration = 0.75f;
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}
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void Game::startup()
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{
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// load our content
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m_draw_colliders = false;
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// camera setup
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camera = Vec2::zero;
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load_room(Point(0, 0));
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}
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BLAH_ASSERT(grid, "Room doesn't exist!");
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room = cell;
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// destroy all the entities
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world.clear();
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// get room offset
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auto offset = Point(cell.x * width, cell.y * height);
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// get the castle tileset for now
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auto castle = Content::find_tileset("castle");
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auto grass = Content::find_tileset("grass");
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auto plants = Content::find_tileset("plants");
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// make the floor
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auto floor = world.add_entity();
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auto floor = world.add_entity(offset);
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auto tilemap = floor->add(Tilemap(8, 8, columns, rows));
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auto solids = floor->add(Collider::make_grid(8, 40, 23));
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solids->mask = Mask::solid;
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for (int x = 0; x < columns; x ++)
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for (int y = 0; y < rows; y++)
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{
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Point world_position = offset + Point(x * tile_width, y * tile_height);
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Color col = grid->pixels[x + y * columns];
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uint32_t rgb =
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((uint32_t)col.r << 16) |
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case 0x000000:
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break;
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// solids
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// castle tiles
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case 0xffffff:
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tilemap->set_cell(x, y, &castle->random_tile());
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solids->set_cell(x, y, true);
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break;
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// player
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// grass tiles
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case 0x8f974a:
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tilemap->set_cell(x, y, &grass->random_tile());
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solids->set_cell(x, y, true);
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break;
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// plants tiles
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case 0x4b692f:
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tilemap->set_cell(x, y, &plants->random_tile());
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break;
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// player (only if it doesn't already exist)
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case 0x6abe30:
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Factory::player(&world, Point(x * tile_width + tile_width / 2, (y + 1) * tile_height));
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if (!world.first<Player>())
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Factory::player(&world, world_position + Point(tile_width / 2, tile_height));
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break;
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}
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}
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void Game::update()
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{
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// Toggle Collider Render
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if (Input::pressed(Key::F1))
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m_draw_colliders = !m_draw_colliders;
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if (Input::pressed(Key::F2))
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load_room(room);
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// Reload Current Room
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if (Input::pressed(Key::F2))
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{
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m_transition = false;
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world.clear();
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load_room(room);
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}
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// Normal Update
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if (!m_transition)
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{
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world.update();
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auto player = world.first<Player>();
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if (player)
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{
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auto pos = player->entity()->position;
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auto bounds = RectI(room.x * width, room.y * height, width, height);
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if (!bounds.contains(pos))
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{
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// target room
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Point next_room = Point(pos.x / width, pos.y / height);
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if (pos.x < 0) next_room.x--;
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if (pos.y < 0) next_room.y--;
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// see if room exists
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if (Content::find_room(next_room))
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{
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// transiton to it!
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m_transition = true;
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m_next_ease = 0;
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m_next_room = next_room;
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m_last_room = room;
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// store entities from the previous room
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m_last_entities.clear();
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Entity* e = world.first_entity();
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while (e)
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{
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m_last_entities.push_back(e);
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e = e->next();
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}
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// load contents of the next room
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load_room(next_room);
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}
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// doesn't exist, clamp player
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else
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{
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player->entity()->position = Point(
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Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w),
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Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h));
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}
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}
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}
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}
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// Room Transition routine
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else
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{
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auto last_cam = Vec2(m_last_room.x * width, m_last_room.y * height);
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auto next_cam = Vec2(m_next_room.x * width, m_next_room.y * height);
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m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
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camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
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if (m_next_ease >= 1.0f)
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{
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// delete old objects (except player!)
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for (auto& it : m_last_entities)
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{
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if (!it->get<Player>())
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world.destroy_entity(it);
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}
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m_transition = false;
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}
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}
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}
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void Game::render()
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@ -93,6 +191,7 @@ void Game::render()
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{
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buffer->clear(0x150e22);
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batch.push_matrix(Mat3x2::create_translation(-camera));
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world.render(batch);
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if (m_draw_colliders)
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@ -105,6 +204,7 @@ void Game::render()
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}
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}
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batch.pop_matrix();
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batch.render(buffer);
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batch.clear();
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}
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@ -20,6 +20,7 @@ namespace TL
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FrameBufferRef buffer;
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Batch batch;
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Point room;
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Vec2 camera;
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void load_room(Point cell);
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void startup();
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@ -29,5 +30,10 @@ namespace TL
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private:
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bool m_draw_colliders;
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bool m_transition = false;
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float m_next_ease;
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Point m_next_room;
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Point m_last_room;
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Vector<Entity*> m_last_entities;
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};
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}
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