Now fixtures and actors are loaded the same.
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parent
4f39f2a504
commit
23f54bd4fe
3 changed files with 73 additions and 56 deletions
91
scene.cpp
91
scene.cpp
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@ -7,27 +7,39 @@ const bool YOU_REMOVED_MID_CELL_IDIOT=false;
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namespace scene {
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using namespace guecs;
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Element config_scene_element(nlohmann::json& config, bool and_play, bool duped) {
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std::string sprite_name = config["sprite"];
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auto st = textures::get_sprite(sprite_name);
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if(duped) {
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st.sprite = std::make_shared<sf::Sprite>(*st.texture);
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}
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float scale_x = config["scale_x"];
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float scale_y = config["scale_y"];
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float x = config["x"];
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float y = config["y"];
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auto anim = animation::load(sprite_name);
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if(and_play) anim.play();
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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std::string cell = config["cell"];
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std::string name = config["name"];
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return {name, st, anim, cell, scale_x, scale_y, x, y};
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}
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Engine::Engine(components::AnimatedScene& scene) :
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$scene(scene)
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{
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for(auto& config : $scene.actors) {
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std::string sprite_name = config["sprite"];
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auto st = textures::get_sprite(sprite_name);
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float scale_x = config["scale_x"];
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float scale_y = config["scale_y"];
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auto anim = animation::load(sprite_name);
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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auto& cell = config["cell"];
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std::string key = config["name"];
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dbc::check(!$actor_name_ids.contains(key),
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fmt::format("actors key {} already exists", key));
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$actors.emplace_back(st, anim, cell, scale_x, scale_y, 0, 0);
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$actor_name_ids.try_emplace(key, $actors.size() - 1);
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auto element = config_scene_element(config, false, false);
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dbc::check(!$actor_name_ids.contains(element.name),
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fmt::format("actors key {} already exists", element.name));
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$actors.push_back(element);
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$actor_name_ids.try_emplace(element.name, $actors.size() - 1);
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}
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// floor is std::optional
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@ -36,23 +48,8 @@ namespace scene {
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}
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for(auto& fixture : $scene.fixtures) {
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std::string name = fixture["name"];
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auto st = textures::get_sprite(name);
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// clone the sprite so it can be positioned
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st.sprite = std::make_shared<sf::Sprite>(*st.texture);
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float scale_x = fixture["scale_x"];
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float scale_y = fixture["scale_y"];
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auto anim = animation::load(name);
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anim.scale_x = scale_x;
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anim.scale_y = scale_y;
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anim.play();
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std::string cell = fixture["cell"];
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float x = fixture["x"];
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float y = fixture["y"];
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$fixtures.emplace_back(st, anim, cell, scale_x, scale_y, x, y);
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auto element = config_scene_element(fixture, true, true);
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$fixtures.push_back(element);
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}
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}
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@ -90,19 +87,6 @@ namespace scene {
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return $ui.mouse(x, y, mods);
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}
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sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
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auto& cell = $ui.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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sf::Vector2f pos{x + x_diff, y + y_diff};
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st.sprite->setPosition(pos);
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st.sprite->setScale({scale_x, scale_y});
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return pos;
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}
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void Engine::render(sf::RenderWindow& window) {
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if($floor_sprite.sprite) {
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window.draw(*$floor_sprite.sprite);
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@ -121,7 +105,6 @@ namespace scene {
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if(DEBUG) $ui.debug_layout(window);
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}
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void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
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auto& config = $actors.at($actor_name_ids.at(actor));
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config.cell = cell_name;
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@ -147,4 +130,16 @@ namespace scene {
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}
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}
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sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
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auto& cell = $ui.cell_for(cell_name);
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float x = float(at_mid ? cell.mid_x : cell.x);
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float y = float(at_mid ? cell.mid_y : cell.y);
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sf::Vector2f pos{x + x_diff, y + y_diff};
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st.sprite->setPosition(pos);
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st.sprite->setScale({scale_x, scale_y});
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return pos;
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}
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}
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