|
|
|
#include "components.hpp"
|
|
|
|
#include "point.hpp"
|
|
|
|
|
|
|
|
namespace components {
|
|
|
|
ENROLL_COMPONENT(Position, location.x, location.y);
|
|
|
|
ENROLL_COMPONENT(EnemyConfig, hearing_distance);
|
|
|
|
ENROLL_COMPONENT(Motion, dx, dy, random);
|
|
|
|
ENROLL_COMPONENT(Combat, hp, max_hp, damage, dead);
|
|
|
|
ENROLL_COMPONENT(Device, config, events);
|
|
|
|
ENROLL_COMPONENT(Animation, scale, simple, frames, speed);
|
|
|
|
ENROLL_COMPONENT(Sound, attack, death);
|
|
|
|
|
|
|
|
void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data) {
|
|
|
|
for (auto &i : data) {
|
|
|
|
dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump()));
|
|
|
|
dbc::check(component_map.contains(i["_type"]), fmt::format("component_map doesn't have type {}", std::string(i["_type"])));
|
|
|
|
component_map.at(i["_type"])(world, ent, i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void configure(ComponentMap& component_map) {
|
|
|
|
components::enroll<Combat>(component_map);
|
|
|
|
components::enroll<Loot>(component_map);
|
|
|
|
components::enroll<Position>(component_map);
|
|
|
|
components::enroll<Weapon>(component_map);
|
|
|
|
components::enroll<Curative>(component_map);
|
|
|
|
components::enroll<EnemyConfig>(component_map);
|
|
|
|
components::enroll<Tile>(component_map);
|
|
|
|
components::enroll<Motion>(component_map);
|
|
|
|
components::enroll<LightSource>(component_map);
|
|
|
|
components::enroll<Device>(component_map);
|
|
|
|
components::enroll<Sprite>(component_map);
|
|
|
|
components::enroll<Animation>(component_map);
|
|
|
|
components::enroll<Sound>(component_map);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Animation::play() {
|
|
|
|
if(!playing) {
|
|
|
|
current = 0;
|
|
|
|
playing = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Animation::step(sf::Vector2f& scale_out, sf::IntRect& rect_out) {
|
|
|
|
if(playing && current < frames) {
|
|
|
|
scale_out.x += scale;
|
|
|
|
scale_out.y += scale;
|
|
|
|
|
|
|
|
if(!simple) {
|
|
|
|
rect_out.position.x += current * TEXTURE_WIDTH;
|
|
|
|
}
|
|
|
|
|
|
|
|
subframe += speed;
|
|
|
|
current = int(subframe);
|
|
|
|
} else {
|
|
|
|
playing = false;
|
|
|
|
current = 0;
|
|
|
|
subframe = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|