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#include "pixelGameEngine.h"
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#include <cstdarg>
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#define CAMERA_MOVESPD 5
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using namespace olc;
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enum PriorityDirection{
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HORZ_FIRST,
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VERT_FIRST,
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BOTH
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};
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enum class ActionType{
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NONE,
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PAN_CAMERA,
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CREATE_OBJECTS,
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CLEANUP,
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SET_FLAG_WHEN_CUTSCENE_ENDS
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};
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class CutsceneAction{
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public:
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virtual ActionType GetActionType(){};
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};
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class Cleanup:public CutsceneAction{
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public:
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ActionType GetActionType() override{return ActionType::CLEANUP;}
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};
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class Object;
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class CreateObjects:public CutsceneAction{
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private:
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std::vector<Object*>objs;
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public:
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template <class T>
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CreateObjects(std::initializer_list<T> objs) {
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for( auto elem : objs )
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{
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this->objs.push_back(elem);
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}
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}
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ActionType GetActionType() override{return ActionType::CREATE_OBJECTS;}
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std::vector<Object*> GetObjects() {
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return objs;
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};
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};
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class PanCamera:public CutsceneAction{
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private:
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vd2d targetPos;
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PriorityDirection dir;
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double cameraSpd;
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public:
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PanCamera(vd2d targetPos,PriorityDirection dir,double cameraSpd=CAMERA_MOVESPD) {
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this->targetPos=targetPos;
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this->dir=dir;
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this->cameraSpd=cameraSpd;
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}
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ActionType GetActionType() override{return ActionType::PAN_CAMERA;}
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vd2d GetCameraTargetPos() {
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return targetPos;
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}
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PriorityDirection GetPriorityDirection() {
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return dir;
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}
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double GetCameraSpeed() {
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return cameraSpd;
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}
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};
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class SetFlagWhenCutsceneEnds:public CutsceneAction{
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private:
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Flag flag;
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bool val;
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public:
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SetFlagWhenCutsceneEnds(Flag flag,bool val=true) {
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this->flag=flag;
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this->val=val;
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}
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ActionType GetActionType() override{return ActionType::SET_FLAG_WHEN_CUTSCENE_ENDS;}
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Flag GetCutsceneEndingFlag() {
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return flag;
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}
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bool GetCutsceneEndingVal() {
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return val;
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}
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};
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/*
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To use this class, specify multiple actions back-to-back, filling their appropriate arguments.
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In responsive events, poll what CurrentAction() is, and if it's suitable, then use LockAction()
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to lock the event and perform whatever actions are required. When the cutscene action is complete,
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you can advance the action using AdvanceAction().
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*/
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class Cutscene{
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private:
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int actionMarker=0;
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std::vector<CutsceneAction*> actions;
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bool actionIsActive=false;
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std::vector<Object*>cutsceneObjs;
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Flag storedFlag=Flag::NONE;
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bool storedVal=true;
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public:
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template <class T>
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Cutscene(std::initializer_list<T> actions) {
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AddAction(actions);
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};
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template <class T>
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void AddAction( std::initializer_list<T> actions )
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{
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for( auto elem : actions )
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{
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this->actions.push_back(elem);
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}
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this->actions.push_back(new Cleanup());
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}
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CutsceneAction*GetAction(){
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return actions[actionMarker];
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}
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ActionType CurrentAction(){
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if (!actionIsActive&&actionMarker<actions.size()) {
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return actions[actionMarker]->GetActionType();
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} else {
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return ActionType::NONE;
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}
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}
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void LockAction() {
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actionIsActive=true;
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}
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void AdvanceAction(){
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actionIsActive=false;
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actionMarker++;
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}
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void ResetCutscene(){
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actionMarker=0;
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actionIsActive=false;
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}
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Object*AddCutsceneObject(Object*obj) {
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this->cutsceneObjs.push_back(obj);
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return obj;
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}
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std::vector<Object*> GetCutsceneObjects() {
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return cutsceneObjs;
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}
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//Does things like reset cutscene flags and removing objects.
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//
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//MAKE SURE TO DELETE ALL OBJECTS IN THE OBJECTS WORLD ARRAY BEFORE CALLING THIS!
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//THIS FUNCTION WILL DELETE THE POINTERS FOR YOU!
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void CleanupCutscene() {
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for (int i=0;i<cutsceneObjs.size();i++) {
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delete cutsceneObjs[i];
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}
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cutsceneObjs.clear();
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}
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void SetupEndingCutsceneFlag(Flag flag,bool val=true) {
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storedFlag=flag;
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storedVal=val;
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}
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Flag GetEndingCutsceneFlag() {
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return storedFlag;
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}
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bool GetEndingCutsceneVal() {
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return storedVal;
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}
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};
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