Animated wander demo (working out integer grid positions for entities), not exactly working
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@ -95,6 +95,10 @@ PyObject* sfVector2f_to_PyObject(sf::Vector2f vector) {
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return Py_BuildValue("(ff)", vector.x, vector.y);
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return Py_BuildValue("(ff)", vector.x, vector.y);
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}
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}
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PyObject* sfVector2i_to_PyObject(sf::Vector2i vector) {
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return Py_BuildValue("(ii)", vector.x, vector.y);
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}
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sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
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sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
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float x, y;
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float x, y;
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if (!PyArg_ParseTuple(obj, "ff", &x, &y)) {
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if (!PyArg_ParseTuple(obj, "ff", &x, &y)) {
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@ -103,6 +107,14 @@ sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
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return sf::Vector2f(x, y);
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return sf::Vector2f(x, y);
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}
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}
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sf::Vector2i PyObject_to_sfVector2i(PyObject* obj) {
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int x, y;
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if (!PyArg_ParseTuple(obj, "ii", &x, &y)) {
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return sf::Vector2i(); // TODO / reconsider this default: Return default vector on parse error
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}
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return sf::Vector2i(x, y);
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}
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// TODO - deprecate / remove this helper
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// TODO - deprecate / remove this helper
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PyObject* UIGridPointState_to_PyObject(const UIGridPointState& state) {
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PyObject* UIGridPointState_to_PyObject(const UIGridPointState& state) {
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return PyObject_New(PyObject, (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "GridPointState"));
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return PyObject_New(PyObject, (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "GridPointState"));
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@ -125,11 +137,19 @@ PyObject* UIGridPointStateVector_to_PyList(const std::vector<UIGridPointState>&
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}
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}
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PyObject* UIEntity::get_position(PyUIEntityObject* self, void* closure) {
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PyObject* UIEntity::get_position(PyUIEntityObject* self, void* closure) {
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return sfVector2f_to_PyObject(self->data->position);
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if (reinterpret_cast<long>(closure) == 0) {
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return sfVector2f_to_PyObject(self->data->position);
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} else {
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return sfVector2i_to_PyObject(self->data->collision_pos);
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}
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}
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}
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int UIEntity::set_position(PyUIEntityObject* self, PyObject* value, void* closure) {
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int UIEntity::set_position(PyUIEntityObject* self, PyObject* value, void* closure) {
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self->data->position = PyObject_to_sfVector2f(value);
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if (reinterpret_cast<long>(closure) == 0) {
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self->data->position = PyObject_to_sfVector2f(value);
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} else {
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self->data->collision_pos = PyObject_to_sfVector2i(value);
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}
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return 0;
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return 0;
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}
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}
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@ -158,7 +178,8 @@ PyMethodDef UIEntity::methods[] = {
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};
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};
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PyGetSetDef UIEntity::getsetters[] = {
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PyGetSetDef UIEntity::getsetters[] = {
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{"position", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position", NULL},
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{"draw_pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (graphically)", (void*)0},
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{"pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (integer grid coordinates)", (void*)1},
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{"gridstate", (getter)UIEntity::get_gridstate, NULL, "Grid point states for the entity", NULL},
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{"gridstate", (getter)UIEntity::get_gridstate, NULL, "Grid point states for the entity", NULL},
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{"sprite_number", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite number (index) on the texture on the display", NULL},
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{"sprite_number", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite number (index) on the texture on the display", NULL},
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{NULL} /* Sentinel */
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{NULL} /* Sentinel */
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@ -40,6 +40,7 @@ public:
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std::vector<UIGridPointState> gridstate;
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std::vector<UIGridPointState> gridstate;
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UISprite sprite;
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UISprite sprite;
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sf::Vector2f position; //(x,y) in grid coordinates; float for animation
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sf::Vector2f position; //(x,y) in grid coordinates; float for animation
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sf::Vector2i collision_pos; //(x, y) in grid coordinates: int for collision
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//void render(sf::Vector2f); //override final;
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//void render(sf::Vector2f); //override final;
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UIEntity();
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UIEntity();
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@ -40,6 +40,7 @@ print("Lol, did it segfault?")
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s = mcrfpy.Sprite(25, 384+19, texture, 86, 9.0)
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s = mcrfpy.Sprite(25, 384+19, texture, 86, 9.0)
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# pos (LinkedVector / Vector): s.pos
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# pos (LinkedVector / Vector): s.pos
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# texture (Texture): s.texture
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# texture (Texture): s.texture
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s.click = lambda *args, **kwargs: print("clicky", args, kwargs)
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# Grid
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# Grid
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g = mcrfpy.Grid(10, 10, texture, 512+25, 384+19, 462, 346)
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g = mcrfpy.Grid(10, 10, texture, 512+25, 384+19, 462, 346)
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@ -54,6 +55,43 @@ g.zoom = 2.0
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[ui.append(d) for d in (f, c, s, g)]
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[ui.append(d) for d in (f, c, s, g)]
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# Entity
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e = mcrfpy.Entity(5, 5, mcrfpy.default_texture, 86)
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e.pos = e.draw_pos # TODO - sync draw/collision positions on init
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g.entities.append(e)
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import random
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def wander(*args, **kwargs):
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p = e.pos
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new_p = (p[0] + random.randint(-1, 1), p[1] + random.randint(-1, 1))
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if g.grid_size[0] >= new_p[0] >= 0 and g.grid_size[1] >= new_p[1] >= 0:
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e.pos = new_p
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#print(e.pos)
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mcrfpy.setTimer("wander", wander, 400)
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last_anim = None
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def anim(t, *args, **kwargs):
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global last_anim
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if last_anim is None:
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last_anim = t
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return
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duration = t - last_anim
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entity_speed = 1 / 250 # 250 milliseconds to move one square
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if e.pos == e.draw_pos:
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return
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tx, ty = e.pos #"target" position - entity is already occupying that spot, animate them moving there.
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dx, dy = e.draw_pos #"draw" position
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newx = tx if (abs(dx - tx) < entity_speed * duration) else entity_speed * duration
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if tx < dx: newx *= -1
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newy = ty if (abs(dy - ty) < entity_speed * duration) else entity_speed * duration
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if ty < dy: newx *= -1
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print(f"({dx}, {dy}) -> ({tx}, {ty}) = ({newx}, {newy}) ; @{entity_speed} * {duration} = {entity_speed * duration}")
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e.draw_pos = (newx, newy)
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mcrfpy.setTimer("anim", anim, 67)
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print("built!")
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print("built!")
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# tests
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# tests
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