Implemented many things. Refactored parsers. Added some behaviors and items. Added weapons.
This commit is contained in:
@ -6,13 +6,20 @@
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*/
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#include <GameState.h>
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#include <controller/items/Giftable.h>
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#include <controller/items/Weapon.h>
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#include <controller/player/PlayerController.h>
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#include <graphics/SpriteRenderer.h>
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#include <input/Input.h>
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#include <model/Item.h>
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#include <utils/Assert.h>
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using namespace farmlands::input;
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#include <iostream>
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using namespace farmlands::base;
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using namespace farmlands::controller::items;
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using namespace farmlands::graphics;
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using namespace farmlands::input;
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using namespace farmlands::model;
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namespace farmlands {
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@ -35,10 +42,10 @@ static const Direction VelocitySignDirections[3][3] =
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PlayerController::PlayerController()
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: m_transform(nullptr),
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m_attackTimeLeft(0),
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m_facingDirection(Direction::South),
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m_walking(false),
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m_running(false)
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m_running(false),
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m_currentItem(nullptr)
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{
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}
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@ -46,6 +53,11 @@ PlayerController::~PlayerController()
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{
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}
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base::Component* PlayerController::clone()
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{
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return new PlayerController();
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}
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void PlayerController::onInitialize()
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{
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m_transform = gameObject->component<base::Transform>();
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@ -53,18 +65,68 @@ void PlayerController::onInitialize()
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bool PlayerController::onEvent(SDL_Event& event)
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{
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bool attack1 = (Input::instance().down(GameKey::Action, event));
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bool attack2 = (Input::instance().down(GameKey::Action2, event));
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if (m_attackTimeLeft == 0 && (attack1 || attack2))
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{
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attack();
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m_attackTimeLeft = 20 + attack2 * 20;
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}
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handleAttackEvents(event);
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handleInventoryEvents(event);
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return false;
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}
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void PlayerController::handleAttackEvents(SDL_Event& event)
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{
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bool attack = (Input::instance().down(GameKey::Action, event));
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if (attack && m_currentItem != nullptr)
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{
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// Weapon behavior
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Weapon* weapon = m_currentItem->component<Weapon>();
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if (weapon)
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weapon->performAttack(m_transform->x, m_transform->y, m_facingDirection);
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// Gift behavior
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Giftable* giftable = m_currentItem->component<Giftable>();
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if (giftable)
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giftable->offerGift(m_transform->x, m_transform->y, m_facingDirection);
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}
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}
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void PlayerController::handleInventoryEvents(SDL_Event& event)
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{
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// See what key was pressed
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int slot = -1;
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if (Input::instance().down(GameKey::Inventory1, event)) slot = 1;
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if (Input::instance().down(GameKey::Inventory2, event)) slot = 2;
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if (Input::instance().down(GameKey::Inventory3, event)) slot = 3;
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if (Input::instance().down(GameKey::Inventory4, event)) slot = 4;
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if (Input::instance().down(GameKey::Inventory5, event)) slot = 5;
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if (Input::instance().down(GameKey::Inventory6, event)) slot = 6;
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if (Input::instance().down(GameKey::Inventory7, event)) slot = 7;
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if (Input::instance().down(GameKey::Inventory8, event)) slot = 8;
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if (Input::instance().down(GameKey::Inventory9, event)) slot = 9;
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if (Input::instance().down(GameKey::Inventory10, event)) slot = 10;
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// For now we don't have an inventory, so just instantiate some object
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if (0 <= slot && slot <= GameState::current().itemPrefabs.size())
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{
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GameObject* itemPrefab = GameState::current().itemPrefabs[slot - 1];
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// Get rid of old object
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if (m_currentItem != nullptr)
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gameObject->destroyChild(m_currentItem);
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// Instantiate new object
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m_currentItem = GameObject::instantiate(itemPrefab, "Current item", gameObject);
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// Print some information
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// Item* item = itemPrefab->component<Item>();
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// std::string name = (item == nullptr) ? "unknown" : item->name;
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// std::cout << "Instantiated object " << slot << " (" << name << ")\n";
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}
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else if (0 <= slot)
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{
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std::cout << "Slot " << slot << "empty\n";
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}
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}
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void PlayerController::onUpdateLogic()
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{
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m_running = false;
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@ -73,13 +135,13 @@ void PlayerController::onUpdateLogic()
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// Compute movement velocity
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float velMultiplier = PlayerWalkVelocity;
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if (m_attackTimeLeft)
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{
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velMultiplier = PlayerAttackVelocity;
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--m_attackTimeLeft;
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}
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// if (m_attackTimeLeft)
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// {
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// velMultiplier = PlayerAttackVelocity;
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// --m_attackTimeLeft;
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// } else
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else if (Input::instance().pressed(GameKey::Run))
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if (Input::instance().pressed(GameKey::Run))
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{
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velMultiplier = PlayerRunVelocity;
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m_running = true;
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@ -127,11 +189,19 @@ void PlayerController::onPreRender()
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// Set animation velocity
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float animVelocity = (m_running) ? 1.0f : 0.7f;
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if (m_attackTimeLeft)
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animVelocity = 0.1f;
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// if (m_attackTimeLeft)
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// animVelocity = 0.1f;
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spriteRenderer->sprite->setAnimationVelocity(animVelocity);
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// Set weapon
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if (m_currentItem)
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{
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Transform* itemTransf = m_currentItem->component<Transform>();
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itemTransf->x = 0.2f;
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itemTransf->y = -0.8f;
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}
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// Set camera
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base::Transform* cam = GameState::current().renderContext.cameraTransform();
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cam->x = m_transform->x;
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@ -157,6 +227,14 @@ void PlayerController::attack()
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// For now - nothing
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}
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void PlayerController::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: PlayerController\n";
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}
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}
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} /* namespace controller */
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} /* namespace farmlands */
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