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grid_entit
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master
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@ -13,11 +13,10 @@ UIDrawable* UICaption::click_at(sf::Vector2f point)
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return NULL;
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}
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void UICaption::render(sf::Vector2f offset, sf::RenderTarget& target)
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void UICaption::render(sf::Vector2f offset)
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{
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text.move(offset);
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//Resources::game->getWindow().draw(text);
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target.draw(text);
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Resources::game->getWindow().draw(text);
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text.move(-offset);
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}
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@ -7,7 +7,7 @@ class UICaption: public UIDrawable
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{
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public:
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sf::Text text;
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void render(sf::Vector2f, sf::RenderTarget&) override final;
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void render(sf::Vector2f) override final;
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PyObjectsEnum derived_type() override final;
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virtual UIDrawable* click_at(sf::Vector2f point) override final;
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@ -3,7 +3,6 @@
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#include "UICaption.h"
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#include "UISprite.h"
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#include "UIGrid.h"
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#include "GameEngine.h"
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UIDrawable::UIDrawable() { click_callable = NULL; }
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@ -14,7 +13,7 @@ void UIDrawable::click_unregister()
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void UIDrawable::render()
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{
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render(sf::Vector2f(), Resources::game->getWindow());
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render(sf::Vector2f());
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}
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PyObject* UIDrawable::get_click(PyObject* self, void* closure) {
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@ -28,8 +28,7 @@ class UIDrawable
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{
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public:
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void render();
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//virtual void render(sf::Vector2f) = 0;
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virtual void render(sf::Vector2f, sf::RenderTarget&) = 0;
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virtual void render(sf::Vector2f) = 0;
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virtual PyObjectsEnum derived_type() = 0;
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// Mouse input handling - callable object, methods to find event's destination
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@ -95,10 +95,6 @@ PyObject* sfVector2f_to_PyObject(sf::Vector2f vector) {
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return Py_BuildValue("(ff)", vector.x, vector.y);
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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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float x, y;
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if (!PyArg_ParseTuple(obj, "ff", &x, &y)) {
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@ -107,14 +103,6 @@ sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
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return sf::Vector2f(x, y);
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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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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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@ -137,19 +125,11 @@ PyObject* UIGridPointStateVector_to_PyList(const std::vector<UIGridPointState>&
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}
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PyObject* UIEntity::get_position(PyUIEntityObject* self, void* closure) {
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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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int UIEntity::set_position(PyUIEntityObject* self, PyObject* value, void* closure) {
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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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}
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@ -178,8 +158,7 @@ PyMethodDef UIEntity::methods[] = {
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};
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PyGetSetDef UIEntity::getsetters[] = {
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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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{"position", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position", 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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{NULL} /* Sentinel */
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@ -40,8 +40,7 @@ public:
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std::vector<UIGridPointState> gridstate;
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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::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(UIGrid&);
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@ -44,15 +44,14 @@ PyObjectsEnum UIFrame::derived_type()
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return PyObjectsEnum::UIFRAME;
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}
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void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
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void UIFrame::render(sf::Vector2f offset)
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{
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box.move(offset);
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//Resources::game->getWindow().draw(box);
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target.draw(box);
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Resources::game->getWindow().draw(box);
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box.move(-offset);
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for (auto drawable : *children) {
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drawable->render(offset + box.getPosition(), target);
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drawable->render(offset + box.getPosition());
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}
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}
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@ -28,7 +28,7 @@ public:
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sf::RectangleShape box;
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float outline;
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std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
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void render(sf::Vector2f, sf::RenderTarget&) override final;
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void render(sf::Vector2f) override final;
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void move(sf::Vector2f);
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PyObjectsEnum derived_type() override final;
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virtual UIDrawable* click_at(sf::Vector2f point) override final;
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@ -32,9 +32,9 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
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void UIGrid::update() {}
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void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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void UIGrid::render(sf::Vector2f)
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{
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output.setPosition(box.getPosition() + offset); // output sprite can move; update position when drawing
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output.setPosition(box.getPosition()); // output sprite can move; update position when drawing
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// output size can change; update size when drawing
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output.setTextureRect(
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sf::IntRect(0, 0,
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@ -172,8 +172,7 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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// render to window
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renderTexture.display();
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//Resources::game->getWindow().draw(output);
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target.draw(output);
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Resources::game->getWindow().draw(output);
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}
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@ -424,6 +423,22 @@ PyObject* UIGrid::get_children(PyUIGridObject* self, void* closure)
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PyObject* UIGrid::repr(PyUIGridObject* self)
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{
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// if (member_ptr == 0) // x
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// self->data->box.setPosition(val, self->data->box.getPosition().y);
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// else if (member_ptr == 1) // y
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// self->data->box.setPosition(self->data->box.getPosition().x, val);
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// else if (member_ptr == 2) // w
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// self->data->box.setSize(sf::Vector2f(val, self->data->box.getSize().y));
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// else if (member_ptr == 3) // h
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// self->data->box.setSize(sf::Vector2f(self->data->box.getSize().x, val));
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// else if (member_ptr == 4) // center_x
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// self->data->center_x = val;
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// else if (member_ptr == 5) // center_y
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// self->data->center_y = val;
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// else if (member_ptr == 6) // zoom
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// self->data->zoom = val;
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std::ostringstream ss;
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if (!self->data) ss << "<Grid (invalid internal object)>";
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else {
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@ -26,7 +26,7 @@ public:
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//UIGrid(int, int, IndexTexture*, float, float, float, float);
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UIGrid(int, int, std::shared_ptr<PyTexture>, sf::Vector2f, sf::Vector2f);
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void update();
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void render(sf::Vector2f, sf::RenderTarget&) override final;
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void render(sf::Vector2f) override final;
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UIGridPoint& at(int, int);
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PyObjectsEnum derived_type() override final;
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//void setSprite(int);
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@ -18,16 +18,14 @@ UISprite::UISprite(std::shared_ptr<PyTexture> _ptex, int _sprite_index, sf::Vect
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sprite = ptex->sprite(sprite_index, _pos, sf::Vector2f(_scale, _scale));
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}
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/*
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void UISprite::render(sf::Vector2f offset)
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{
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sprite.move(offset);
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Resources::game->getWindow().draw(sprite);
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sprite.move(-offset);
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}
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*/
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void UISprite::render(sf::Vector2f offset, sf::RenderTarget& target)
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void UISprite::render(sf::Vector2f offset, sf::RenderTexture& target)
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{
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sprite.move(offset);
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target.draw(sprite);
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@ -25,10 +25,10 @@ public:
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UISprite();
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UISprite(std::shared_ptr<PyTexture>, int, sf::Vector2f, float);
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void update();
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void render(sf::Vector2f, sf::RenderTarget&) override final;
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void render(sf::Vector2f) override final;
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virtual UIDrawable* click_at(sf::Vector2f point) override final;
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//void render(sf::Vector2f, sf::RenderTexture&);
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void render(sf::Vector2f, sf::RenderTexture&);
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void setPosition(sf::Vector2f);
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sf::Vector2f getPosition();
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@ -40,7 +40,6 @@ print("Lol, did it segfault?")
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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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# 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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g = mcrfpy.Grid(10, 10, texture, 512+25, 384+19, 462, 346)
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@ -55,43 +54,6 @@ g.zoom = 2.0
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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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# tests
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