Animations are now happening lock-step but I have to add random animations in next_combat for it to work. Need more for each result.
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63260f01b9
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9 changed files with 60 additions and 4 deletions
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@ -113,6 +113,8 @@ namespace components {
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current = 0;
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subframe = 0.0f;
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}
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if(end_cb) end_cb();
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}
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void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
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@ -1,3 +1,4 @@
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#define FSM_DEBUG 1
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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#include "animation.hpp"
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@ -31,6 +32,7 @@ namespace boss {
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FSM_STATE(State, START, ev, data);
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FSM_STATE(State, PLAYER_REQUESTS, ev, data);
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FSM_STATE(State, EXEC_PLAN, ev, data);
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FSM_STATE(State, ANIMATE, ev, data);
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FSM_STATE(State, END, ev, data);
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}
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}
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@ -88,28 +90,47 @@ namespace boss {
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state(State::END);
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break;
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case COMBAT_START:
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$ui.status(L"X TURN", L"STEP");
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$ui.status(L"EXEC PLAN", L"ANIMATE");
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next_combat();
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break;
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case COMBAT:
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do_combat(data);
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state(State::ANIMATE);
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break;
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default:
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break;
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}
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}
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void Fight::ANIMATE(game::Event ev, std::any data) {
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using enum game::Event;
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switch(ev) {
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case ANIMATION_END:
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$ui.status(L"ANIMATE END", L"NEXT");
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next_combat();
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break;
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default:
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// ignored
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break;
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}
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}
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void Fight::END(game::Event ev, std::any) {
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fmt::println("BOSS_FIGHT:END event {}", (int)ev);
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}
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void Fight::next_combat() {
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if(auto action = $battle.next()) {
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fmt::println("next combat has action");
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System::combat(*action, $world, $boss_id, 0);
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state(State::EXEC_PLAN);
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} else if(player_dead()) {
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fmt::println("player died");
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$ui.status(L"YOU DIED", L"DEAD");
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state(State::END);
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} else {
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fmt::println("end combat next turn");
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$ui.status(L"PLAYER REQUESTS", L"COMMIT");
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$ui.reset_camera();
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$battle.ap_refresh();
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@ -131,17 +152,29 @@ namespace boss {
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case BattleHostState::disagree: {
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std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
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$ui.move_actor("player", player_move);
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if(result.player_did > 0) $ui.animate_actor("player");
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if(result.player_did > 0) {
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$ui.animate_actor("player");
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} else {
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// NO need a no animation event
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$ui.animate_actor("player");
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}
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$ui.damage("player", "boss", result.player_did);
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} break;
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case BattleHostState::not_host: {
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std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
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$ui.move_actor("boss", boss_move);
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if(result.enemy_did > 0) $ui.animate_actor("boss");
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if(result.enemy_did > 0) {
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$ui.animate_actor("boss");
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} else {
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// NO need a no animation event
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$ui.animate_actor("boss");
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}
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$ui.damage("boss", "player", result.enemy_did);
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} break;
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case BattleHostState::out_of_ap:
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// NO need an out of AP animation
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$ui.animate_actor("player");
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break;
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}
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@ -16,6 +16,7 @@ namespace boss {
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START=__LINE__,
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PLAYER_REQUESTS=__LINE__,
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EXEC_PLAN=__LINE__,
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ANIMATE=__LINE__,
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END=__LINE__
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};
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@ -42,6 +43,7 @@ namespace boss {
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void START(game::Event ev, std::any data);
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void PLAYER_REQUESTS(game::Event ev, std::any data);
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void EXEC_PLAN(game::Event ev, std::any data);
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void ANIMATE(game::Event ev, std::any data);
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void END(game::Event ev, std::any data);
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void render(sf::RenderWindow& window);
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@ -21,6 +21,10 @@ namespace boss {
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$view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}),
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$view_sprite($view_texture.getTexture())
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{
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$arena.set_end_cb([&]() {
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$world->send<game::Event>(game::Event::ANIMATION_END, DinkyECS::NONE, {});
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});
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$view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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}
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@ -156,6 +156,7 @@ namespace components {
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bool toggled = false;
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bool looped = false;
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bool flipped = false;
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std::function<void()> end_cb = nullptr;
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int current = 0;
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bool playing = false;
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@ -3,6 +3,8 @@
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namespace game {
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enum Event {
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AIM_CLICK=__LINE__,
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ANIMATION_END=__LINE__,
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ANIMATION_START=__LINE__,
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ATTACK=__LINE__,
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BOSS_END=__LINE__,
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BOSS_START=__LINE__,
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@ -177,6 +177,12 @@ namespace scene {
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zoom(mid_x, mid_y, style, scale);
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}
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void Engine::set_end_cb(std::function<void()> cb) {
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for(auto& actor : $actors) {
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actor.anim.end_cb = cb;
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}
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}
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void Engine::reset(sf::RenderTexture& view) {
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$camera.reset(view);
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}
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@ -7,6 +7,7 @@
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <guecs/ui.hpp>
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#include "camera.hpp"
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#include <functional>
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namespace scene {
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using std::shared_ptr;
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@ -56,5 +57,6 @@ namespace scene {
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void zoom(const std::string& actor, const std::string& style, float scale=0.9f);
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void zoom(float mid_x, float mid_y, const std::string& style, float scale);
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void reset(sf::RenderTexture& view);
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void set_end_cb(std::function<void()> cb);
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};
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}
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@ -5,7 +5,8 @@
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#ifndef FSM_DEBUG
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#define FSM_STATE(C, S, E, ...) case C::S: S(E, ##__VA_ARGS__); break
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#else
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#define FSM_STATE(C, S, E, ...) case C::S: fmt::println(">> " #C " " #S " event={}, state={}", int(E), int($state)); S(E, ##__VA_ARGS__); fmt::println("<< " #C " state={}", int($state)); break
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int last_event=-1;
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#define FSM_STATE(C, S, E, ...) case C::S: if(last_event != int(E)) { last_event = int(E); fmt::println(">> " #C " " #S " event={}, state={}", int(E), int($state));}; S(E, ##__VA_ARGS__); break
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#endif
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template<typename S, typename E>
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@ -19,6 +20,9 @@ public:
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void event(E event, Types... args);
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void state(S next_state) {
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#ifdef FSM_DEBUG
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fmt::println("<< STATE: {} -> {}", int($state), int(next_state));
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#endif
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$state = next_state;
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}
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