#include "scene.hpp" #include "animation.hpp" #include const bool DEBUG=false; const bool YOU_REMOVED_MID_CELL_IDIOT=false; namespace scene { using namespace guecs; Element config_scene_element(nlohmann::json& config, bool and_play, bool duped) { std::string sprite_name = config["sprite"]; auto st = textures::get_sprite(sprite_name, duped); float scale_x = config["scale_x"]; float scale_y = config["scale_y"]; float x = config["x"]; float y = config["y"]; // BUG: need to make animation optional auto anim = animation::load(sprite_name); if(and_play) anim.play(); anim.scale_x = scale_x; anim.scale_y = scale_y; std::string cell = config["cell"]; std::string name = config["name"]; return {name, st, anim, cell, scale_x, scale_y, x, y}; } Engine::Engine(components::AnimatedScene& scene) : $scene(scene) { for(auto& config : $scene.actors) { auto element = config_scene_element(config, false, false); dbc::check(!$actor_name_ids.contains(element.name), fmt::format("actors key {} already exists", element.name)); $actors.push_back(element); $actor_name_ids.try_emplace(element.name, $actors.size() - 1); } for(auto& fixture : $scene.fixtures) { auto element = config_scene_element(fixture, true, true); $fixtures.push_back(element); } for(auto& line : $scene.layout) { $layout.append(line); } } void Engine::init() { $ui.position(SCREEN_WIDTH-BOSS_VIEW_WIDTH,0, BOSS_VIEW_WIDTH, SCREEN_HEIGHT); $ui.set($ui.MAIN, {$ui.$parser, THEME.TRANSPARENT}); auto& background = $ui.get($ui.MAIN); background.set_sprite($scene.background, true); $ui.layout($layout); for(auto& actor : $actors) { actor.pos = position_sprite(actor.st, actor.cell, actor.scale_x, actor.scale_y, false, actor.x, actor.y); } for(auto& fixture : $fixtures) { fixture.pos = position_sprite(fixture.st, fixture.cell, fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y); } } bool Engine::mouse(float x, float y, Modifiers mods) { return $ui.mouse(x, y, mods); } void Engine::render(sf::RenderWindow& window) { $ui.render(window); for(auto& fixture : $fixtures) { window.draw(*fixture.st.sprite); } for(auto& actor : $actors) { window.draw(*actor.st.sprite); } if(DEBUG) $ui.debug_layout(window); } void Engine::move_actor(const std::string& actor, const std::string& cell_name) { auto& config = $actors.at($actor_name_ids.at(actor)); config.cell = cell_name; config.pos = position_sprite(config.st, config.cell, config.scale_x, config.scale_y, YOU_REMOVED_MID_CELL_IDIOT); } void Engine::animate_actor(const std::string& actor) { auto& config = $actors.at($actor_name_ids.at(actor)); config.anim.play(); } void Engine::play_animations() { for(auto& fixture : $fixtures) { if(fixture.anim.playing) { animation::apply(fixture.anim, *fixture.st.sprite, fixture.pos); } } for(auto& actor : $actors) { if(actor.anim.playing) { animation::apply(actor.anim, *actor.st.sprite, actor.pos); } } } sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) { auto& cell = $ui.cell_for(cell_name); float x = float(at_mid ? cell.mid_x : cell.x); float y = float(at_mid ? cell.mid_y : cell.y); sf::Vector2f pos{x + x_diff, y + y_diff}; st.sprite->setPosition(pos); st.sprite->setScale({scale_x, scale_y}); return pos; } }