Camera following functionality, first pass
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@ -22,14 +22,22 @@ void EntityManager::update()
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//if (m_entitiesToAdd.size())
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// m_entitiesToAdd.erase(m_entitiesToAdd.begin(), m_entitiesToAdd.end());
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m_entitiesToAdd = EntityVec();
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}
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void EntityManager::removeDeadEntities(EntityVec & vec)
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{
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EntityVec survivors; // New vector
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for (auto& e : m_entities)
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{
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for (auto& e : m_entities){
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if (e->isActive()) survivors.push_back(e); // populate new vector
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else if (e->cGrid) { // erase vector from grid
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for( auto it = e->cGrid->grid->entities.begin(); it != e->cGrid->grid->entities.end(); it++){
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if( *it == e ){
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e->cGrid->grid->entities.erase( it );
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break;
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}
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}
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}
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}
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//std::cout << "All entities: " << m_entities.size() << " Survivors: " << survivors.size() << std::endl;
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m_entities = survivors; // point to new vector
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@ -14,6 +14,7 @@ sf::Sound McRFPy_API::sfx;
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std::string McRFPy_API::input_mode;
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int McRFPy_API::turn_number;
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std::string McRFPy_API::active_grid;
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bool McRFPy_API::do_camfollow;
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EntityManager McRFPy_API::entities;
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@ -93,6 +94,7 @@ static PyMethodDef mcrfpyMethods[] = {
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{"createEntity", McRFPy_API::_createEntity, METH_VARARGS, ""},
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//{"listEntities", McRFPy_API::_listEntities, METH_VARARGS, ""},
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{"refreshFov", McRFPy_API::_refreshFov, METH_VARARGS, ""},
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{"camFollow", McRFPy_API::_camFollow, METH_VARARGS, ""},
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{NULL, NULL, 0, NULL}
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};
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@ -638,7 +640,7 @@ PyObject* McRFPy_API::_modGrid(PyObject* self, PyObject* args) {
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PyObject* o;
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PyObject* bool_is_entityonly = Py_False;
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if (!PyArg_ParseTuple(args, "O|O", &o, &bool_is_entityonly)) return NULL;
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std::cout << "EntOnly Flag: " << PyUnicode_AsUTF8(PyObject_Repr(bool_is_entityonly)) << std::endl;
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//std::cout << "EntOnly Flag: " << PyUnicode_AsUTF8(PyObject_Repr(bool_is_entityonly)) << std::endl;
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std::string title = PyUnicode_AsUTF8(PyObject_GetAttrString(o, "title"));
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int grid_x = PyLong_AsLong(PyObject_GetAttrString(o, "grid_x"));
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int grid_y = PyLong_AsLong(PyObject_GetAttrString(o, "grid_y"));
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@ -847,7 +849,7 @@ PyObject* McRFPy_API::_createAnimation(PyObject *self, PyObject *args) {
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[=](int s){obj->sprites[target_id].sprite_index = s;},
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loop)
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);
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std::cout << "Frame animation constructed, there are now " <<McRFPy_API::animations.size() << std::endl;
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//std::cout << "Frame animation constructed, there are now " <<McRFPy_API::animations.size() << std::endl;
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}
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}
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else if (CEQ(target_type, "entity")) {
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@ -954,7 +956,7 @@ PyObject* McRFPy_API::_unlockPlayerInput(PyObject* self, PyObject* args) {
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return Py_None;
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}
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PyObject* McRFPy_API::_lockPlayerInput(PyObject* self, PyObject* args) {
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McRFPy_API::input_mode = "computerturn";
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McRFPy_API::input_mode = "computerturnwait";
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Py_INCREF(Py_None);
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return Py_None;
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}
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@ -1004,13 +1006,13 @@ PyObject* McRFPy_API::_listEntities(PyObject* self, PyObject* args) {
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*/
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void McRFPy_API::player_input(int dx, int dy) {
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std::cout << "# entities tagged 'player': " << McRFPy_API::entities.getEntities("player").size() << std::endl;
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//std::cout << "# entities tagged 'player': " << McRFPy_API::entities.getEntities("player").size() << std::endl;
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auto player_entity = McRFPy_API::entities.getEntities("player")[0];
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auto grid = player_entity->cGrid->grid;
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std::cout << "Grid pointed to: " << (long)player_entity->cGrid->grid << std::endl;
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if (!McRFPy_API::input_mode.compare("computerturn")) {
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//std::cout << "Grid pointed to: " << (long)player_entity->cGrid->grid << std::endl;
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if (McRFPy_API::input_mode.compare("playerturn") != 0) {
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// no input accepted while computer moving
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std::cout << "Can't move while computer is moving." << std::endl;
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std::cout << "Can't move while it's not player's turn." << std::endl;
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return;
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}
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// TODO: selection cursor via keyboard
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@ -1026,9 +1028,9 @@ void McRFPy_API::player_input(int dx, int dy) {
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") + (" << dx << ", " << dy << ") is OOB." << std::endl;
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return;
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}
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(player_entity->cBehavior->object)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(player_entity->cBehavior->object)) << std::endl;
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PyObject* move_fn = PyObject_GetAttrString(player_entity->cBehavior->object, "move");
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(move_fn)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(move_fn)) << std::endl;
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if (move_fn) {
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std::cout << "Calling `move`" << std::endl;
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PyObject* move_args = Py_BuildValue("(ii)", dx, dy);
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@ -1037,3 +1039,47 @@ void McRFPy_API::player_input(int dx, int dy) {
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std::cout << "player_input called on entity with no `move` method" << std::endl;
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}
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}
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void McRFPy_API::computerTurn() {
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McRFPy_API::input_mode = "computerturnrunning";
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for (auto e : McRFPy_API::grids[McRFPy_API::active_grid]->entities) {
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if (e->cBehavior) {
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PyObject_Call(PyObject_GetAttrString(e->cBehavior->object, "ai_act"), PyTuple_New(0), NULL);
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}
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}
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}
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void McRFPy_API::playerTurn() {
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McRFPy_API::input_mode = "playerturn";
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for (auto e : McRFPy_API::entities.getEntities("player")) {
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if (e->cBehavior) {
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PyObject_Call(PyObject_GetAttrString(e->cBehavior->object, "player_act"), PyTuple_New(0), NULL);
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}
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}
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}
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void McRFPy_API::camFollow() {
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if (!McRFPy_API::do_camfollow) return;
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auto& ag = McRFPy_API::grids[McRFPy_API::active_grid];
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for (auto e : McRFPy_API::entities.getEntities("player")) {
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//std::cout << "grid center: " << ag->center_x << ", " << ag->center_y << std::endl <<
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// "player grid pos: " << e->cGrid->x << ", " << e->cGrid->y << std::endl <<
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// "player sprite pos: " << e->cGrid->indexsprite.x << ", " << e->cGrid->indexsprite.y << std::endl;
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ag->center_x = e->cGrid->indexsprite.x * ag->grid_size + ag->grid_size * 0.5;
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ag->center_y = e->cGrid->indexsprite.y * ag->grid_size + ag->grid_size * 0.5;
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}
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}
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PyObject* McRFPy_API::_camFollow(PyObject* self, PyObject* args) {
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PyObject* set_camfollow;
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if (!PyArg_ParseTuple(args, "|O", &set_camfollow)) return NULL;
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if (set_camfollow == NULL) {
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// return value
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Py_INCREF(McRFPy_API::do_camfollow ? Py_True : Py_False);
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return McRFPy_API::do_camfollow ? Py_True : Py_False;
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}
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McRFPy_API::do_camfollow = PyObject_IsTrue(set_camfollow);
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Py_INCREF(Py_None);
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return Py_None;
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}
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@ -108,10 +108,15 @@ public:
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static int turn_number;
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static PyObject* _turnNumber(PyObject*, PyObject*);
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static PyObject* _refreshFov(PyObject*, PyObject*);
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static bool do_camfollow;
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static void camFollow();
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static PyObject* _camFollow(PyObject*, PyObject*);
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// accept keyboard input from scene
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static sf::Vector2i cursor_position;
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static void player_input(int, int);
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static void computerTurn();
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static void playerTurn();
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// Jank Functionality
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static UIMenu* createMenu(int posx, int posy, int sizex, int sizey);
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@ -36,6 +36,7 @@ PythonScene::PythonScene(GameEngine* g, std::string pymodule)
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registerAction(0, "event");
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dragging = false;
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McRFPy_API::do_camfollow = false;
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drag_grid = NULL;
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// import pymodule and call start()
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@ -53,7 +54,7 @@ void PythonScene::animate() {
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(*it)->step(frametime);
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//std::cout << "Step complete" << std::endl;
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if ((*it)->isDone()) {
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std::cout << "Cleaning up Animation" << std::endl;
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//std::cout << "Cleaning up Animation" << std::endl;
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auto prev = it;
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it++;
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McRFPy_API::animations.erase(prev);
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@ -101,6 +102,15 @@ void PythonScene::animate() {
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}
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void PythonScene::update() {
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// turn cycle: If player's input made the state "computerturnwait", finish
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// all animations and then let the NPCs act
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if (McRFPy_API::animations.size() == 0 && McRFPy_API::input_mode.compare("computerturnwait") == 0) {
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McRFPy_API::input_mode = "computerturn";
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}
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else if (McRFPy_API::animations.size() == 0 && McRFPy_API::input_mode.compare("computerturnrunning") == 0) {
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McRFPy_API::input_mode = "playerturnstart";
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}
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McRFPy_API::entities.update();
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// check if left click is still down & mouse has moved
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@ -116,6 +126,9 @@ void PythonScene::update() {
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}
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animate();
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McRFPy_API::camFollow();
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if (McRFPy_API::input_mode.compare(std::string("computerturn")) == 0) McRFPy_API::computerTurn();
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if (McRFPy_API::input_mode.compare(std::string("playerturnstart")) == 0) McRFPy_API::playerTurn();
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}
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void PythonScene::doLClick(sf::Vector2i mousepos) {
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@ -24,6 +24,7 @@ class TestEntity:
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self.y = y
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self.facing_direction = 0
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self.do_fov = do_fov
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self.label = label
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#print(f"Calling C++ with: {repr((self.grid, label, tex_index, self.basesprite, x, y, self))}")
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grids = mcrfpy.listGrids()
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for g in grids:
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@ -31,6 +32,16 @@ class TestEntity:
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self.entity_index = len(g.entities)
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mcrfpy.createEntity(self.grid, label, tex_index, self.basesprite, x, y, self)
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def ai_act(self):
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if self.label == "player": return
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self.move(randint(-1, 1), randint(-1, 1))
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scene.actors += 1
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def player_act(self):
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#print("I'M INTERVENING")
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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def move(self, dx, dy):
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# select animation direction
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# prefer left or right for diagonals.
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@ -40,6 +51,9 @@ class TestEntity:
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if g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable:
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print("Blocked at target location.")
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return
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if self.label == "player":
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mcrfpy.lockPlayerInput()
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scene.updatehints()
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if (dx == 0 and dy == 0):
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direction = self.facing_direction # TODO, jump straight to computer turn
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elif (dx):
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@ -64,8 +78,8 @@ class TestEntity:
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False, #loop: repeat indefinitely
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animation_frames # values: iterable of frames for 'sprite', lerp target for others
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)
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global animations_in_progress
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animations_in_progress += 1
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#global animations_in_progress
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#animations_in_progress += 1
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if move:
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pos = [self.x, self.y]
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if (direction == 0): pos[1] += 1
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@ -96,18 +110,22 @@ class TestEntity:
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False, #loop: repeat indefinitely
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animove # values: iterable of frames for 'sprite', lerp target for others
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)
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animations_in_progress += 1
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#animations_in_progress += 1
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def animation_done(self):
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global animations_in_progress
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animations_in_progress -= 1
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#print(f"{self} done animating")
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# if animations_in_progress == 0: mcrfpy.unlockPlayerInput()
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#global animations_in_progress
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#animations_in_progress -= 1
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scene.actors -= 1
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#print(f"{self} done animating - {scene.actors} remaining")
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if scene.actors == 0:
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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class TestScene:
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def __init__(self, ui_name = "demobox1", grid_name = "demogrid"):
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# Texture & Sound Loading
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self.actors = 0
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print("Load textures")
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mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8) #0 - portraits
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mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs
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@ -287,11 +305,12 @@ class TestScene:
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p.walkable = False
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p.transparent = False
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room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(6)]
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room_centers.append((3, 5))
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room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + \
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[ (3, 5), (10, 10), (20, 20), (30, 30), (40, 40) ]
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#room_centers.append((3, 5))
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for r in room_centers:
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print(r)
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room_color = (randint(128, 192), randint(128, 192), randint(128, 192))
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room_color = (randint(16, 24)*8, randint(16, 24)*8, randint(16, 24)*8)
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#self.grids[0].at(r[0], r[1]).walkable = True
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#self.grids[0].at(r[0], r[1]).color = room_color
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halfx, halfy = randint(2, 11), randint(2,11)
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