Torches are now flipped, but next is that same crash.

This commit is contained in:
Zed A. Shaw 2026-02-13 11:10:13 -05:00
parent 0e8b661273
commit 2484802d93
7 changed files with 23 additions and 32 deletions

View file

@ -70,8 +70,7 @@ namespace animate2 {
} }
} }
// replaces step void Animate2::update() {
void Animate2::update_frame() {
dbc::check(playing, "attempt to update animation that's not playing"); dbc::check(playing, "attempt to update animation that's not playing");
dbc::check(sequence.frame_count == sequence.frames.size(), "frame_count doesn't match frame.size()"); dbc::check(sequence.frame_count == sequence.frames.size(), "frame_count doesn't match frame.size()");
@ -106,10 +105,6 @@ namespace animate2 {
dbc::check(sequence.current < sequence.frame_count, "onLoop fail: current frame out of frames.size()"); dbc::check(sequence.current < sequence.frame_count, "onLoop fail: current frame out of frames.size()");
} }
void Animate2::update() {
update_frame();
}
void Animate2::motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale) { void Animate2::motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale) {
transform.lerp(sequence, pos, scale); transform.lerp(sequence, pos, scale);

View file

@ -118,7 +118,6 @@ namespace animate2 {
void set_form(const std::string& form); void set_form(const std::string& form);
void apply(sf::Sprite& sprite); void apply(sf::Sprite& sprite);
void apply_effect(std::shared_ptr<sf::Shader> effect); void apply_effect(std::shared_ptr<sf::Shader> effect);
void update_frame();
void update(); void update();
void motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale); void motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale);
std::pair<int, double> commit(); std::pair<int, double> commit();

View file

@ -116,7 +116,7 @@
"max_y": 0, "max_y": 0,
"flipped": false, "flipped": false,
"ease_rate": 3.0, "ease_rate": 3.0,
"scaled": false, "scaled": true,
"toggled": false, "toggled": false,
"looped": true, "looped": true,
"easing": "sine", "easing": "sine",

View file

@ -41,7 +41,7 @@ namespace boss {
using enum game::Event; using enum game::Event;
switch(ev) { switch(ev) {
case BOSS_START: case COMBAT_START:
$ui.status(L"PLAYER REQUESTS", L"COMMIT"); $ui.status(L"PLAYER REQUESTS", L"COMMIT");
$battle.ap_refresh(); $battle.ap_refresh();
state(State::PLAYER_REQUESTS); state(State::PLAYER_REQUESTS);
@ -56,7 +56,7 @@ namespace boss {
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
case BOSS_START: case BOSS_END:
state(State::END); state(State::END);
break; break;
case COMBAT_START: case COMBAT_START:
@ -72,8 +72,6 @@ namespace boss {
fmt::println("NO MORE ACTION!"); fmt::println("NO MORE ACTION!");
} }
break; break;
case TICK:
break; // ignore tick
default: default:
break; break;
} }
@ -84,7 +82,7 @@ namespace boss {
switch(ev) { switch(ev) {
// this is only if using the debug X key to skip it // this is only if using the debug X key to skip it
case BOSS_START: case BOSS_END:
state(State::END); state(State::END);
break; break;
case COMBAT_START: case COMBAT_START:
@ -242,7 +240,7 @@ namespace boss {
switch($router.scancode) { switch($router.scancode) {
// REALLY? just go to state end or use another event // REALLY? just go to state end or use another event
case KEY::X: case KEY::X:
event(game::Event::BOSS_START, {}); event(game::Event::BOSS_END, {});
break; break;
default: default:
fmt::println("key press!"); fmt::println("key press!");

View file

@ -18,11 +18,12 @@ namespace scene {
float y = config["y"]; float y = config["y"];
bool flipped = config["flipped"]; bool flipped = config["flipped"];
// BUG: need to make animation optional // BUG: put the .json file to load as a default/optional arg
auto anim = animate2::load("./assets/animate2.json", sprite_name); auto anim = animate2::load("./assets/animate2.json", sprite_name);
anim.transform.flipped = flipped;
if(and_play) anim.play(); if(and_play) anim.play();
anim.transform.flipped = flipped;
std::string cell = config["cell"]; std::string cell = config["cell"];
std::string name = config["name"]; std::string name = config["name"];
@ -30,7 +31,7 @@ namespace scene {
sf::Text text(*$ui.$font, "", 60); sf::Text text(*$ui.$font, "", 60);
return {name, st, anim, cell, scale_x, scale_y, x, y, at_mid, flipped, nullptr, text}; return {name, st, anim, cell, {scale_x, scale_y}, {x, y}, at_mid, flipped, nullptr, text};
} }
Engine::Engine(components::AnimatedScene& scene) : Engine::Engine(components::AnimatedScene& scene) :
@ -64,12 +65,12 @@ namespace scene {
for(auto& actor : $actors) { for(auto& actor : $actors) {
actor.pos = position_sprite(actor.st, actor.cell, actor.pos = position_sprite(actor.st, actor.cell,
actor.scale_x, actor.scale_y, actor.at_mid, actor.x, actor.y); actor.scale, actor.at_mid, actor.pos.x, actor.pos.y);
} }
for(auto& fixture : $fixtures) { for(auto& fixture : $fixtures) {
fixture.pos = position_sprite(fixture.st, fixture.cell, fixture.pos = position_sprite(fixture.st, fixture.cell,
fixture.scale_x, fixture.scale_y, fixture.at_mid, fixture.x, fixture.y); fixture.scale, fixture.at_mid, fixture.pos.x, fixture.pos.y);
} }
} }
@ -81,7 +82,7 @@ namespace scene {
void Engine::attach_text(const std::string& actor, const std::string& text) { void Engine::attach_text(const std::string& actor, const std::string& text) {
auto& element = actor_config(actor); auto& element = actor_config(actor);
element.text.setPosition(element.pos); element.text.setPosition(element.pos);
element.text.setScale({element.scale_x, element.scale_y}); element.text.setScale(element.scale);
element.text.setFillColor(sf::Color::Red); element.text.setFillColor(sf::Color::Red);
element.text.setOutlineThickness(2.0f); element.text.setOutlineThickness(2.0f);
element.text.setOutlineColor(sf::Color::Black); element.text.setOutlineColor(sf::Color::Black);
@ -116,7 +117,7 @@ namespace scene {
void Engine::move_actor(const std::string& actor, const std::string& cell_name) { void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
auto& config = actor_config(actor); auto& config = actor_config(actor);
config.cell = cell_name; config.cell = cell_name;
config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, config.at_mid); config.pos = position_sprite(config.st, config.cell, config.scale, config.at_mid);
} }
void Engine::animate_actor(const std::string& actor) { void Engine::animate_actor(const std::string& actor) {
@ -128,8 +129,8 @@ namespace scene {
for(auto& fixture : $fixtures) { for(auto& fixture : $fixtures) {
if(fixture.anim.playing) { if(fixture.anim.playing) {
fixture.anim.update(); fixture.anim.update();
fixture.anim.motion(*fixture.st.sprite, fixture.pos, fixture.scale);
fixture.anim.apply(*fixture.st.sprite); fixture.anim.apply(*fixture.st.sprite);
// REFACTOR: fixture.anim.apply(*fixture.st.sprite);
} else { } else {
fixture.effect = nullptr; fixture.effect = nullptr;
} }
@ -138,6 +139,7 @@ namespace scene {
for(auto& actor : $actors) { for(auto& actor : $actors) {
if(actor.anim.playing) { if(actor.anim.playing) {
actor.anim.update(); actor.anim.update();
actor.anim.motion(*actor.st.sprite, actor.pos, actor.scale);
actor.anim.apply(*actor.st.sprite); actor.anim.apply(*actor.st.sprite);
// REFACTOR: actor.anim.apply(actor.text, actor.pos); // REFACTOR: actor.anim.apply(actor.text, actor.pos);
// if(actor.effect != nullptr) actor.anim.apply_effect(actor.effect); // if(actor.effect != nullptr) actor.anim.apply_effect(actor.effect);
@ -147,14 +149,14 @@ namespace scene {
} }
} }
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) { sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff, float y_diff) {
auto& cell = $ui.cell_for(cell_name); auto& cell = $ui.cell_for(cell_name);
float x = float(at_mid ? cell.mid_x : cell.x); float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y); float y = float(at_mid ? cell.mid_y : cell.y);
sf::Vector2f pos{x + x_diff, y + y_diff}; sf::Vector2f pos{x + x_diff, y + y_diff};
st.sprite->setPosition(pos); st.sprite->setPosition(pos);
st.sprite->setScale({scale_x, scale_y}); st.sprite->setScale(scale);
return pos; return pos;
} }

View file

@ -18,15 +18,12 @@ namespace scene {
textures::SpriteTexture st; textures::SpriteTexture st;
animate2::Animate2 anim; animate2::Animate2 anim;
std::string cell; std::string cell;
float scale_x = 1.0f; sf::Vector2f scale{1.0f, 1.0f};
float scale_y = 1.0f; sf::Vector2f pos{0.0f, 0.0f};
float x = 0;
float y = 0;
bool at_mid=false; bool at_mid=false;
bool flipped=false; bool flipped=false;
std::shared_ptr<sf::Shader> effect = nullptr; std::shared_ptr<sf::Shader> effect = nullptr;
sf::Text text; sf::Text text;
sf::Vector2f pos{0,0};
}; };
struct Engine { struct Engine {
@ -47,7 +44,7 @@ namespace scene {
void attach_text(const std::string& actor, const std::string& text); void attach_text(const std::string& actor, const std::string& text);
Element config_scene_element(nlohmann::json& config, bool and_play, bool duped); Element config_scene_element(nlohmann::json& config, bool and_play, bool duped);
sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff=0.0f, float y_diff=0.0f); sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
void move_actor(const std::string& actor, const std::string& cell_name); void move_actor(const std::string& actor, const std::string& cell_name);
void animate_actor(const std::string& actor); void animate_actor(const std::string& actor);

View file

@ -53,11 +53,11 @@ int main(int, char*[]) {
main->$ui.$arena.tick(); main->$ui.$arena.tick();
main->render(window); main->render(window);
if(main->handle_keyboard_mouse() || if(main->handle_keyboard_mouse() || main->handle_world_events())
main->handle_world_events())
{ {
return 0; return 0;
} }
window.display(); window.display();
} }