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SeasonI/cutscene.h

169 lines
4.5 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,
SET_FLAG_WHEN_CUTSCENE_ENDS
};
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;
}
};
class SetFlagWhenCutsceneEnds:public CutsceneAction{
private:
Flag flag;
bool val;
public:
SetFlagWhenCutsceneEnds(Flag flag,bool val=true) {
this->flag=flag;
this->val=val;
}
ActionType GetActionType() override{return ActionType::SET_FLAG_WHEN_CUTSCENE_ENDS;}
Flag GetCutsceneEndingFlag() {
return flag;
}
bool GetCutsceneEndingVal() {
return val;
}
};
/*
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;
std::vector<Object*>cutsceneObjs;
Flag storedFlag=Flag::NONE;
bool storedVal=true;
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;
}
Object*AddCutsceneObject(Object*obj) {
this->cutsceneObjs.push_back(obj);
return obj;
}
std::vector<Object*> GetCutsceneObjects() {
return cutsceneObjs;
}
//Does things like reset cutscene flags and removing objects.
//
//MAKE SURE TO DELETE ALL OBJECTS IN THE OBJECTS WORLD ARRAY BEFORE CALLING THIS!
//THIS FUNCTION WILL DELETE THE POINTERS FOR YOU!
void CleanupCutscene() {
for (int i=0;i<cutsceneObjs.size();i++) {
delete cutsceneObjs[i];
}
cutsceneObjs.clear();
}
void SetupEndingCutsceneFlag(Flag flag,bool val=true) {
storedFlag=flag;
storedVal=val;
}
Flag GetEndingCutsceneFlag() {
return storedFlag;
}
bool GetEndingCutsceneVal() {
return storedVal;
}
};