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SeasonI/cutscene.h

120 lines
3.0 KiB

#include "pixelGameEngine.h"
#include <cstdarg>
#define CAMERA_MOVESPD 5
using namespace olc;
enum PriorityDirection{
HORZ_FIRST,
VERT_FIRST,
BOTH
};
enum class ActionType{
NONE,
PAN_CAMERA,
CREATE_OBJECTS,
CLEANUP
};
class CutsceneAction{
public:
virtual ActionType GetActionType(){};
};
class Cleanup:public CutsceneAction{
public:
ActionType GetActionType() override{return ActionType::CLEANUP;}
};
class Object;
class CreateObjects:public CutsceneAction{
private:
std::vector<Object*>objs;
public:
template <class T>
CreateObjects(std::initializer_list<T> objs) {
for( auto elem : objs )
{
this->objs.push_back(elem);
}
}
ActionType GetActionType() override{return ActionType::CREATE_OBJECTS;}
std::vector<Object*> GetObjects() {
return objs;
};
};
class PanCamera:public CutsceneAction{
private:
vd2d targetPos;
PriorityDirection dir;
double cameraSpd;
public:
PanCamera(vd2d targetPos,PriorityDirection dir,double cameraSpd=CAMERA_MOVESPD) {
this->targetPos=targetPos;
this->dir=dir;
this->cameraSpd=cameraSpd;
}
ActionType GetActionType() override{return ActionType::PAN_CAMERA;}
vd2d GetCameraTargetPos() {
return targetPos;
}
PriorityDirection GetPriorityDirection() {
return dir;
}
double GetCameraSpeed() {
return cameraSpd;
}
};
/*
To use this class, specify multiple actions back-to-back, filling their appropriate arguments.
In responsive events, poll what CurrentAction() is, and if it's suitable, then use LockAction()
to lock the event and perform whatever actions are required. When the cutscene action is complete,
you can advance the action using AdvanceAction().
*/
class Cutscene{
private:
int actionMarker=0;
std::vector<CutsceneAction*> actions;
bool actionIsActive=false;
public:
template <class T>
Cutscene(std::initializer_list<T> actions) {
AddAction(actions);
};
template <class T>
void AddAction( std::initializer_list<T> actions )
{
for( auto elem : actions )
{
this->actions.push_back(elem);
}
this->actions.push_back(new Cleanup());
}
CutsceneAction*GetAction(){
return actions[actionMarker];
}
ActionType CurrentAction(){
if (!actionIsActive&&actionMarker<actions.size()) {
return actions[actionMarker]->GetActionType();
} else {
return ActionType::NONE;
}
}
void LockAction() {
actionIsActive=true;
}
void AdvanceAction(){
actionIsActive=false;
actionMarker++;
}
void ResetCutscene(){
actionMarker=0;
actionIsActive=false;
}
};