Animated wander demo (working out integer grid positions for entities), not exactly working

This commit is contained in:
John McCardle 2024-04-28 22:01:59 -04:00
parent 1d852f875b
commit c975599251
3 changed files with 63 additions and 3 deletions

View File

@ -95,6 +95,10 @@ PyObject* sfVector2f_to_PyObject(sf::Vector2f vector) {
return Py_BuildValue("(ff)", vector.x, vector.y);
}
PyObject* sfVector2i_to_PyObject(sf::Vector2i vector) {
return Py_BuildValue("(ii)", vector.x, vector.y);
}
sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
float x, y;
if (!PyArg_ParseTuple(obj, "ff", &x, &y)) {
@ -103,6 +107,14 @@ sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
return sf::Vector2f(x, y);
}
sf::Vector2i PyObject_to_sfVector2i(PyObject* obj) {
int x, y;
if (!PyArg_ParseTuple(obj, "ii", &x, &y)) {
return sf::Vector2i(); // TODO / reconsider this default: Return default vector on parse error
}
return sf::Vector2i(x, y);
}
// TODO - deprecate / remove this helper
PyObject* UIGridPointState_to_PyObject(const UIGridPointState& state) {
return PyObject_New(PyObject, (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "GridPointState"));
@ -125,11 +137,19 @@ PyObject* UIGridPointStateVector_to_PyList(const std::vector<UIGridPointState>&
}
PyObject* UIEntity::get_position(PyUIEntityObject* self, void* closure) {
return sfVector2f_to_PyObject(self->data->position);
if (reinterpret_cast<long>(closure) == 0) {
return sfVector2f_to_PyObject(self->data->position);
} else {
return sfVector2i_to_PyObject(self->data->collision_pos);
}
}
int UIEntity::set_position(PyUIEntityObject* self, PyObject* value, void* closure) {
self->data->position = PyObject_to_sfVector2f(value);
if (reinterpret_cast<long>(closure) == 0) {
self->data->position = PyObject_to_sfVector2f(value);
} else {
self->data->collision_pos = PyObject_to_sfVector2i(value);
}
return 0;
}
@ -158,7 +178,8 @@ PyMethodDef UIEntity::methods[] = {
};
PyGetSetDef UIEntity::getsetters[] = {
{"position", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position", NULL},
{"draw_pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (graphically)", (void*)0},
{"pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (integer grid coordinates)", (void*)1},
{"gridstate", (getter)UIEntity::get_gridstate, NULL, "Grid point states for the entity", NULL},
{"sprite_number", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite number (index) on the texture on the display", NULL},
{NULL} /* Sentinel */

View File

@ -40,6 +40,7 @@ public:
std::vector<UIGridPointState> gridstate;
UISprite sprite;
sf::Vector2f position; //(x,y) in grid coordinates; float for animation
sf::Vector2i collision_pos; //(x, y) in grid coordinates: int for collision
//void render(sf::Vector2f); //override final;
UIEntity();

View File

@ -40,6 +40,7 @@ print("Lol, did it segfault?")
s = mcrfpy.Sprite(25, 384+19, texture, 86, 9.0)
# pos (LinkedVector / Vector): s.pos
# texture (Texture): s.texture
s.click = lambda *args, **kwargs: print("clicky", args, kwargs)
# Grid
g = mcrfpy.Grid(10, 10, texture, 512+25, 384+19, 462, 346)
@ -54,6 +55,43 @@ g.zoom = 2.0
[ui.append(d) for d in (f, c, s, g)]
# Entity
e = mcrfpy.Entity(5, 5, mcrfpy.default_texture, 86)
e.pos = e.draw_pos # TODO - sync draw/collision positions on init
g.entities.append(e)
import random
def wander(*args, **kwargs):
p = e.pos
new_p = (p[0] + random.randint(-1, 1), p[1] + random.randint(-1, 1))
if g.grid_size[0] >= new_p[0] >= 0 and g.grid_size[1] >= new_p[1] >= 0:
e.pos = new_p
#print(e.pos)
mcrfpy.setTimer("wander", wander, 400)
last_anim = None
def anim(t, *args, **kwargs):
global last_anim
if last_anim is None:
last_anim = t
return
duration = t - last_anim
entity_speed = 1 / 250 # 250 milliseconds to move one square
if e.pos == e.draw_pos:
return
tx, ty = e.pos #"target" position - entity is already occupying that spot, animate them moving there.
dx, dy = e.draw_pos #"draw" position
newx = tx if (abs(dx - tx) < entity_speed * duration) else entity_speed * duration
if tx < dx: newx *= -1
newy = ty if (abs(dy - ty) < entity_speed * duration) else entity_speed * duration
if ty < dy: newx *= -1
print(f"({dx}, {dy}) -> ({tx}, {ty}) = ({newx}, {newy}) ; @{entity_speed} * {duration} = {entity_speed * duration}")
e.draw_pos = (newx, newy)
mcrfpy.setTimer("anim", anim, 67)
print("built!")
# tests