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

@ -113,6 +113,8 @@ namespace components {
current = 0; current = 0;
subframe = 0.0f; subframe = 0.0f;
} }
if(end_cb) end_cb();
} }
void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) { void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {

View file

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

View file

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

View file

@ -21,6 +21,10 @@ namespace boss {
$view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}), $view_texture({BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}),
$view_sprite($view_texture.getTexture()) $view_sprite($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}); $view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
} }

View file

@ -156,6 +156,7 @@ namespace components {
bool toggled = false; bool toggled = false;
bool looped = false; bool looped = false;
bool flipped = false; bool flipped = false;
std::function<void()> end_cb = nullptr;
int current = 0; int current = 0;
bool playing = false; bool playing = false;

View file

@ -3,6 +3,8 @@
namespace game { namespace game {
enum Event { enum Event {
AIM_CLICK=__LINE__, AIM_CLICK=__LINE__,
ANIMATION_END=__LINE__,
ANIMATION_START=__LINE__,
ATTACK=__LINE__, ATTACK=__LINE__,
BOSS_END=__LINE__, BOSS_END=__LINE__,
BOSS_START=__LINE__, BOSS_START=__LINE__,

View file

@ -177,6 +177,12 @@ namespace scene {
zoom(mid_x, mid_y, style, scale); zoom(mid_x, mid_y, style, scale);
} }
void Engine::set_end_cb(std::function<void()> cb) {
for(auto& actor : $actors) {
actor.anim.end_cb = cb;
}
}
void Engine::reset(sf::RenderTexture& view) { void Engine::reset(sf::RenderTexture& view) {
$camera.reset(view); $camera.reset(view);
} }

View file

@ -7,6 +7,7 @@
#include <SFML/Graphics/RenderWindow.hpp> #include <SFML/Graphics/RenderWindow.hpp>
#include <guecs/ui.hpp> #include <guecs/ui.hpp>
#include "camera.hpp" #include "camera.hpp"
#include <functional>
namespace scene { namespace scene {
using std::shared_ptr; using std::shared_ptr;
@ -56,5 +57,6 @@ namespace scene {
void zoom(const std::string& actor, const std::string& style, float scale=0.9f); void zoom(const std::string& actor, const std::string& style, float scale=0.9f);
void zoom(float mid_x, float mid_y, const std::string& style, float scale); void zoom(float mid_x, float mid_y, const std::string& style, float scale);
void reset(sf::RenderTexture& view); void reset(sf::RenderTexture& view);
void set_end_cb(std::function<void()> cb);
}; };
} }

View file

@ -5,7 +5,8 @@
#ifndef FSM_DEBUG #ifndef FSM_DEBUG
#define FSM_STATE(C, S, E, ...) case C::S: S(E, ##__VA_ARGS__); break #define FSM_STATE(C, S, E, ...) case C::S: S(E, ##__VA_ARGS__); break
#else #else
#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 int last_event=-1;
#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($state));}; S(E, ##__VA_ARGS__); break
#endif #endif
template<typename S, typename E> template<typename S, typename E>
@ -19,6 +20,9 @@ public:
void event(E event, Types... args); void event(E event, Types... args);
void state(S next_state) { void state(S next_state) {
#ifdef FSM_DEBUG
fmt::println("<< STATE: {} -> {}", int($state), int(next_state));
#endif
$state = next_state; $state = next_state;
} }