AnimatedScene now defines how a scene with animated sprites and actors is structured and played.

This commit is contained in:
Zed A. Shaw 2025-10-22 00:11:36 -04:00
parent e1da089600
commit 25f7096489
10 changed files with 43 additions and 48 deletions

View file

@ -84,7 +84,7 @@ namespace boss {
break;
case ATTACK: {
$ui.status(L"PLAYER TURN");
$ui.move_player(run % 10 < 5 ? "player1" : "player2");
$ui.move_actor($ui.$player_sprite, "player", run % 10 < 5 ? "player1" : "player2");
int attack_id = std::any_cast<int>(data);
boss::System::combat(attack_id);
state(State::PLAYER_TURN);
@ -105,7 +105,7 @@ namespace boss {
break;
case ATTACK: {
$ui.status(L"BOSS TURN");
$ui.move_boss(run % 10 < 5 ? "boss5" : "boss6");
$ui.$boss_pos = $ui.move_actor($ui.$boss_sprite, "boss", run % 10 < 5 ? "boss5" : "boss6");
$ui.$boss_anim.play();
int attack_id = std::any_cast<int>(data);
boss::System::combat(attack_id);

View file

@ -14,10 +14,10 @@ namespace boss {
UI::UI(shared_ptr<World> world, Entity boss_id) :
$world(world),
$boss_id(boss_id),
$scene(world->get<components::BossFight>($boss_id)),
$scene(world->get<components::AnimatedScene>($boss_id)),
$combat_ui(true)
{
std::string sprite_name = $scene.boss["sprite"];
std::string sprite_name = $scene.actors["boss"]["sprite"];
$boss_sprite = textures::get_sprite(sprite_name);
// floor is std::optional
@ -25,7 +25,7 @@ namespace boss {
$floor_sprite = textures::get_sprite(*$scene.floor);
}
$player_sprite = textures::get_sprite($scene.player["sprite"]);
$player_sprite = textures::get_sprite($scene.actors["player"]["sprite"]);
dbc::check(animation::has(sprite_name), "add boss animation to animations.json");
$boss_anim = animation::load(sprite_name);
@ -66,8 +66,8 @@ namespace boss {
"[floor4|player5|player6|player7|player8|_]"
);
move_boss($scene.boss["start_pos"]);
move_player($scene.player["start_pos"]);
$boss_pos = move_actor($boss_sprite, "boss", $scene.actors["boss"]["start_pos"]);
move_actor($player_sprite, "player", $scene.actors["player"]["start_pos"]);
if($scene.floor) {
position_sprite($floor_sprite, $scene.floor_pos, 1.0f, 1.0f, false);
@ -100,13 +100,16 @@ namespace boss {
$combat_ui.init(cell.x, cell.y, cell.w, cell.h);
}
void UI::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 UI::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) {
auto& cell = $arena.cell_for(cell_name);
float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y);
st.sprite->setPosition({x + x_diff, y + y_diff});
sf::Vector2f pos{x + x_diff, y + y_diff};
st.sprite->setPosition(pos);
st.sprite->setScale({scale_x, scale_y});
return pos;
}
void UI::render(sf::RenderWindow& window) {
@ -139,17 +142,9 @@ namespace boss {
$arena.show_text("status", msg);
}
void UI::move_boss(const std::string& cell_name) {
float scale = $scene.boss["scale"];
position_sprite($boss_sprite, cell_name, scale, scale, $scene.boss["mid_cell"]);
auto& cell = $arena.cell_for(cell_name);
$boss_pos = {float(cell.mid_x), float(cell.mid_y)};
}
void UI::move_player(const std::string& cell_name) {
float scale = $scene.player["scale"];
position_sprite($player_sprite, cell_name, scale, scale, $scene.player["mid_cell"]);
sf::Vector2f UI::move_actor(textures::SpriteTexture& st, const std::string& actor, const std::string& cell_name) {
float scale = $scene.actors[actor]["scale"];
return position_sprite(st, cell_name, scale, scale, $scene.actors[actor]["mid_cell"]);
}
void UI::play_animations() {

View file

@ -27,7 +27,7 @@ namespace boss {
struct UI {
shared_ptr<World> $world = nullptr;
Entity $boss_id = NONE;
components::BossFight& $scene;
components::AnimatedScene $scene;
gui::CombatUI $combat_ui;
SpriteTexture $boss_sprite;
SpriteTexture $player_sprite;
@ -44,10 +44,9 @@ namespace boss {
void init();
void render(sf::RenderWindow& window);
bool mouse(float x, float y, guecs::Modifiers mods);
void 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, float scale_x, float scale_y, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
void status(const std::wstring& msg);
void move_boss(const std::string& cell_name);
void move_player(const std::string& cell_name);
sf::Vector2f move_actor(SpriteTexture& st, const std::string& actor, const std::string& cell_name);
void play_animations();
};
}