Arena works better now and I can give a list of sprites to work as fixtures in a scene.
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8 changed files with 169 additions and 36 deletions
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@ -14,11 +14,15 @@
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"boss": {
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"start_pos": "boss5",
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"scale": 0.6,
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"mid_cell": true
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}
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"mid_cell": true,
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"sprite": "rat_king_boss"
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},
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"fixtures": [
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{"name": "torch_crappy", "scale": 0.8, "cell": "torch1"},
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{"name": "torch_crappy", "scale": 0.8, "cell": "torch2"}
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]
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},
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{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
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{"_type": "Sprite", "name": "rat_king_boss", "width": 720, "height": 720, "scale": 0.8, "stationary": true},
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{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"}
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]
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}
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@ -23,7 +23,7 @@
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "gold_savior", "scale": 1.0},
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
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]
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},
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@ -38,7 +38,7 @@
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Sprite", "name": "armored_knight", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "armored_knight", "scale": 1.0},
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
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]
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},
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@ -53,7 +53,7 @@
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{"_type": "Motion", "dx": 0, "dy": 0, "random": true},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Sprite", "name": "axe_ranger", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "axe_ranger", "scale": 1.0},
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Ranger_1"}
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]
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},
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@ -68,7 +68,7 @@
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Sprite", "name": "rat_with_sword", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "rat_with_sword", "scale": 1.0},
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{"_type": "Sound", "attack": "Small_Rat", "death": "Creature_Death_1"}
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]
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},
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@ -83,7 +83,7 @@
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Sprite", "name": "hairy_spider", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sprite", "name": "hairy_spider", "scale": 1.0},
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{"_type": "Sound", "attack": "Spider_1", "death": "Spider_2"}
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]
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}
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37
boss/ui.cpp
37
boss/ui.cpp
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@ -15,8 +15,8 @@ namespace boss {
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$scene(world->get<components::BossFight>($boss_id)),
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$combat_ui(true)
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{
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auto& sprite = $world->get<components::Sprite>($boss_id);
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$boss_sprite = textures::get_sprite(sprite.name);
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std::string sprite_name = $scene.boss["sprite"];
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$boss_sprite = textures::get_sprite(sprite_name);
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// floor is std::optional
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if($scene.floor) {
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@ -25,14 +25,21 @@ namespace boss {
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$player_sprite = textures::get_sprite($scene.player["sprite"]);
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dbc::check(animation::has(sprite.name), "add boss animation to animations.json");
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$boss_anim = animation::load(sprite.name);
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dbc::check(animation::has(sprite_name), "add boss animation to animations.json");
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$boss_anim = animation::load(sprite_name);
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$torch_left = textures::get_sprite("torch_crappy");
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$torch_left_anim = animation::load("torch_crappy");
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$torch_right.texture = $torch_left.texture;
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$torch_right.sprite = std::make_shared<sf::Sprite>(*$torch_right.texture);
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$torch_right_anim = animation::load("torch_crappy");
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for(auto& fixture : $scene.fixtures) {
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std::string name = fixture["name"];
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auto st = textures::get_sprite(name);
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// clone the sprite so it can be positioned
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st.sprite = std::make_shared<sf::Sprite>(*st.texture);
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auto anim = animation::load(name);
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float scale = fixture["scale"];
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std::string cell = fixture["cell"];
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$fixtures.emplace_back(st, anim, cell, scale);
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}
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}
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void UI::init() {
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@ -57,8 +64,9 @@ namespace boss {
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position_sprite($floor_sprite, $scene.floor_pos, 1.0, false);
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}
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position_sprite($torch_left, "torch1", 1.0, false);
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position_sprite($torch_right, "torch2", 1.0, false);
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for(auto& fixture : $fixtures) {
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position_sprite(fixture.st, fixture.cell, fixture.scale, false);
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}
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$arena.init();
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@ -103,10 +111,9 @@ namespace boss {
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window.draw(*$boss_sprite.sprite);
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window.draw(*$player_sprite.sprite);
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window.draw(*$torch_left.sprite);
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window.draw(*$torch_right.sprite);
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// $arena.debug_layout(window);
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for(auto& fixture : $fixtures) {
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window.draw(*fixture.st.sprite);
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}
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}
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bool UI::mouse(float x, float y, Modifiers mods) {
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12
boss/ui.hpp
12
boss/ui.hpp
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@ -7,6 +7,13 @@
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#include "gui/combat_ui.hpp"
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#include "components.hpp"
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struct AnimatedFixture {
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textures::SpriteTexture st;
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components::Animation anim;
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std::string cell;
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float scale;
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};
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namespace boss {
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using std::shared_ptr;
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using namespace DinkyECS;
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@ -25,10 +32,7 @@ namespace boss {
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components::Animation $boss_anim;
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sf::Vector2f $boss_pos;
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SpriteTexture $torch_left;
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SpriteTexture $torch_right;
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components::Animation $torch_left_anim;
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components::Animation $torch_right_anim;
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std::vector<AnimatedFixture> $fixtures;
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UI(shared_ptr<World> world, Entity boss_id);
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@ -1,4 +1,5 @@
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#include "components.hpp"
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#include "point.hpp"
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#include "easings.hpp"
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@ -76,12 +76,18 @@ namespace components {
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int hp = 10;
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};
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struct Sprite {
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string name;
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float scale;
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};
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struct BossFight {
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std::string background;
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std::optional<std::string> floor;
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std::string floor_pos;
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json player;
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json boss;
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json fixtures;
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};
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struct Combat {
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@ -105,12 +111,6 @@ namespace components {
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std::vector<std::string> events;
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};
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struct Sprite {
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string name;
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int width;
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int height;
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};
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struct Sound {
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std::string attack;
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std::string death;
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@ -149,8 +149,8 @@ namespace components {
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using ComponentMap = std::unordered_map<std::string, ReflFuncSignature>;
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ENROLL_COMPONENT(Tile, display, foreground, background);
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ENROLL_COMPONENT(BossFight, background, floor, floor_pos, player, boss);
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ENROLL_COMPONENT(Sprite, name, width, height);
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ENROLL_COMPONENT(BossFight, background, floor, floor_pos, player, boss, fixtures);
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ENROLL_COMPONENT(Sprite, name, scale);
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ENROLL_COMPONENT(Curative, hp);
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ENROLL_COMPONENT(LightSource, strength, radius);
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ENROLL_COMPONENT(Position, location.x, location.y);
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@ -669,7 +669,7 @@ void System::spawn_attack(World& world, int attack_id, DinkyECS::Entity enemy) {
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auto effect = ritual.element == FIRE ? "burning_animation" : "lightning_animation";
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auto effect_id = world.entity();
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world.set<Sprite>(effect_id, {effect, 256, 256});
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world.set<Sprite>(effect_id, {effect, 1.0f});
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world.set<Temporary>(effect_id, {true});
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auto shader = shaders::get(ritual.element == FIRE ? "flame" : "lightning");
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117
tests/animation2.cpp
Normal file
117
tests/animation2.cpp
Normal file
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@ -0,0 +1,117 @@
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include <coroutine>
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#include <chrono>
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#include "rand.hpp"
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#include <thread>
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#include <vector>
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#include "components.hpp"
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#include <iostream>
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#include "stats.hpp"
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#include "simplefsm.hpp"
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#include "textures.hpp"
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#include "animation.hpp"
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using namespace std::chrono_literals;
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using components::Animation;
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using TheClock = std::chrono::steady_clock;
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using TimeDelta = TheClock::duration;
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using TimePoint = std::chrono::time_point<TheClock>;
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const TimeDelta MIN_TICK = 200ms;
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struct AnimationState {
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Animation anim;
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TimeDelta wait = 1s;
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sf::Vector2f scale{1.0, 1.0};
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sf::Vector2f pos{0.0, 0.0};
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sf::IntRect rect{{0, 0}, {300, 300}};
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void step() {
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anim.step(scale, pos, rect);
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}
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void apply(textures::SpriteTexture& st) {
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animation::apply(anim, *st.sprite, pos);
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}
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};
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struct AnimationQueue {
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std::vector<AnimationState> active;
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TimePoint last_tick;
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TimeDelta wait_for = MIN_TICK;
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size_t in_queue = 0;
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size_t chunk = 1000;
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TimeDelta delta() {
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return TheClock::now() - last_tick;
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}
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void tick() {
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last_tick = TheClock::now();
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}
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size_t add(Animation& anim, int initial_wait) {
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active.emplace_back(anim, TheClock::duration(initial_wait));
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return active.size() - 1;
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}
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AnimationState& get(size_t id) {
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return active.at(id);
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}
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void render() {
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wait_for = MIN_TICK;
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auto dt = delta();
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for(size_t i = 0; i < chunk; i++) {
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in_queue++;
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auto& a = active[in_queue % active.size()];
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if(!a.anim.playing) continue;
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if(a.wait < wait_for) {
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wait_for = a.wait;
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}
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if(a.wait < dt) {
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// fmt::println("play animation: {} total ", active.size());
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a.step();
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}
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}
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}
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};
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TEST_CASE("simple coroutine animation test", "[coro]") {
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AnimationQueue queue;
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Animation anim;
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anim.play();
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for(int i = 0; i < 100; i++) {
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int time = Random::uniform(16, 32);
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size_t id = queue.add(anim, time);
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auto& what = queue.get(id);
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REQUIRE(what.wait == TheClock::duration(time));
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}
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dbc::check(queue.active.size() > 0, "zero size queue after adding is impossible.");
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queue.tick();
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Stats stats;
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for(int i = 0; i < 10000; i++) {
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auto start = stats.time_start();
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auto delta = queue.delta();
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queue.render();
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if(delta > queue.wait_for) {
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queue.add(anim, Random::uniform(100, 5000));
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queue.tick();
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}
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stats.sample_time(start);
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}
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fmt::print("stdev: {}, mean: {}\r", stats.stddev(), stats.mean());
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}
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