Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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parent
bec8fe0a13
commit
787be78a69
6 changed files with 53 additions and 16 deletions
24
systems.cpp
24
systems.cpp
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@ -15,6 +15,7 @@
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#include "rituals.hpp"
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#include "battle.hpp"
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#include <iostream>
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#include "shaders.hpp"
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using std::string;
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using namespace fmt;
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@ -176,6 +177,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
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world.remove<Personality>(ent);
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world.remove<ai::EntityAI>(ent);
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world.remove<Animation>(ent);
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world.remove<SpriteEffect>(ent);
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if(auto snd = world.get_if<Sound>(ent)) {
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sound::stop(snd->attack);
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@ -235,6 +237,11 @@ void System::combat(GameLevel &level) {
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player_combat.attack(enemy.combat), 0
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};
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if(result.player_did > 0) {
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auto effect = shaders::get("flame");
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world.set<SpriteEffect>(enemy.entity, {100, effect});
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}
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if(enemy.ai.wants_to("kill_enemy")) {
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result.enemy_did = enemy.combat.attack(player_combat);
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animate_entity(world, enemy.entity);
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@ -390,3 +397,20 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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return result;
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}
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std::shared_ptr<sf::Shader> System::sprite_effect(GameLevel &level, DinkyECS::Entity entity) {
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if(level.world->has<SpriteEffect>(entity)) {
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auto& se = level.world->get<SpriteEffect>(entity);
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if(se.frames > 0) {
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se.frames--;
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return se.effect;
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} else {
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level.world->remove<SpriteEffect>(entity);
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return nullptr;
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}
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} else {
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return nullptr;
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}
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}
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