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79 lines
2.6 KiB
79 lines
2.6 KiB
#include "components.hpp"
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#include "point.hpp"
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#include "easings.hpp"
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namespace components {
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void configure_entity(const ComponentMap& component_map, DinkyECS::World& world, DinkyECS::Entity ent, json& data) {
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for (auto &i : data) {
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dbc::check(i.contains("_type") && i["_type"].is_string(), fmt::format("component has no _type: {}", data.dump()));
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dbc::check(component_map.contains(i["_type"]), fmt::format("component_map doesn't have type {}", std::string(i["_type"])));
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component_map.at(i["_type"])(world, ent, i);
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}
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}
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void configure(ComponentMap& component_map) {
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components::enroll<BossFight>(component_map);
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components::enroll<Combat>(component_map);
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components::enroll<Loot>(component_map);
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components::enroll<Position>(component_map);
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components::enroll<Weapon>(component_map);
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components::enroll<Curative>(component_map);
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components::enroll<EnemyConfig>(component_map);
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components::enroll<Tile>(component_map);
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components::enroll<Motion>(component_map);
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components::enroll<LightSource>(component_map);
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components::enroll<Device>(component_map);
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components::enroll<Sprite>(component_map);
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components::enroll<Animation>(component_map);
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components::enroll<Sound>(component_map);
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}
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void Animation::play() {
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if(!playing) {
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current = 0;
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playing = true;
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}
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}
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float Animation::twitching() {
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switch(easing) {
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case ease::NONE:
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return 0.0;
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case ease::SINE:
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return ease::sine(float(frames) / subframe * ease_rate);
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case ease::OUT_CIRC:
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return ease::sine(ease::out_circ(float(frames) / subframe * ease_rate));
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case ease::OUT_BOUNCE:
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return ease::sine(ease::out_bounce(float(frames) / subframe * ease_rate));
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case ease::IN_OUT_BACK:
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return ease::sine(ease::in_out_back(float(frames) / subframe * ease_rate));
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default:
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dbc::sentinel(
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fmt::format("Invalid easing {} given to animation",
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int(easing)));
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}
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}
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void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
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if(playing && current < frames) {
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float tick = twitching();
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scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
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scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
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if(stationary) {
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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}
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if(!simple) {
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rect_out.position.x += current * texture_width;
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}
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subframe += speed;
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current = int(subframe);
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} else {
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playing = false;
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current = 0;
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subframe = 0.0f;
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}
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}
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}
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