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.

This commit is contained in:
Zed A. Shaw 2026-01-10 23:54:52 -05:00
parent 63260f01b9
commit c6639998ec
9 changed files with 60 additions and 4 deletions

View file

@ -1,3 +1,4 @@
#define FSM_DEBUG 1
#include "boss/fight.hpp"
#include "boss/system.hpp"
#include "animation.hpp"
@ -31,6 +32,7 @@ namespace boss {
FSM_STATE(State, START, ev, data);
FSM_STATE(State, PLAYER_REQUESTS, ev, data);
FSM_STATE(State, EXEC_PLAN, ev, data);
FSM_STATE(State, ANIMATE, ev, data);
FSM_STATE(State, END, ev, data);
}
}
@ -88,28 +90,47 @@ namespace boss {
state(State::END);
break;
case COMBAT_START:
$ui.status(L"X TURN", L"STEP");
$ui.status(L"EXEC PLAN", L"ANIMATE");
next_combat();
break;
case COMBAT:
do_combat(data);
state(State::ANIMATE);
break;
default:
break;
}
}
void Fight::ANIMATE(game::Event ev, std::any data) {
using enum game::Event;
switch(ev) {
case ANIMATION_END:
$ui.status(L"ANIMATE END", L"NEXT");
next_combat();
break;
default:
// ignored
break;
}
}
void Fight::END(game::Event ev, std::any) {
fmt::println("BOSS_FIGHT:END event {}", (int)ev);
}
void Fight::next_combat() {
if(auto action = $battle.next()) {
fmt::println("next combat has action");
System::combat(*action, $world, $boss_id, 0);
state(State::EXEC_PLAN);
} else if(player_dead()) {
fmt::println("player died");
$ui.status(L"YOU DIED", L"DEAD");
state(State::END);
} else {
fmt::println("end combat next turn");
$ui.status(L"PLAYER REQUESTS", L"COMMIT");
$ui.reset_camera();
$battle.ap_refresh();
@ -131,17 +152,29 @@ namespace boss {
case BattleHostState::disagree: {
std::string player_move = Random::uniform(0, 1) == 0 ? "player1" : "player3";
$ui.move_actor("player", player_move);
if(result.player_did > 0) $ui.animate_actor("player");
if(result.player_did > 0) {
$ui.animate_actor("player");
} else {
// NO need a no animation event
$ui.animate_actor("player");
}
$ui.damage("player", "boss", result.player_did);
} break;
case BattleHostState::not_host: {
std::string boss_move = Random::uniform(0, 1) == 0 ? "boss5" : "boss6";
$ui.move_actor("boss", boss_move);
if(result.enemy_did > 0) $ui.animate_actor("boss");
if(result.enemy_did > 0) {
$ui.animate_actor("boss");
} else {
// NO need a no animation event
$ui.animate_actor("boss");
}
$ui.damage("boss", "player", result.enemy_did);
} break;
case BattleHostState::out_of_ap:
// NO need an out of AP animation
$ui.animate_actor("player");
break;
}

View file

@ -16,6 +16,7 @@ namespace boss {
START=__LINE__,
PLAYER_REQUESTS=__LINE__,
EXEC_PLAN=__LINE__,
ANIMATE=__LINE__,
END=__LINE__
};
@ -42,6 +43,7 @@ namespace boss {
void START(game::Event ev, std::any data);
void PLAYER_REQUESTS(game::Event ev, std::any data);
void EXEC_PLAN(game::Event ev, std::any data);
void ANIMATE(game::Event ev, std::any data);
void END(game::Event ev, std::any data);
void render(sf::RenderWindow& window);

View file

@ -21,6 +21,10 @@ namespace boss {
$view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}),
$view_sprite($view_texture.getTexture())
{
$arena.set_end_cb([&]() {
$world->send<game::Event>(game::Event::ANIMATION_END, DinkyECS::NONE, {});
});
$view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
}