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@ -18,6 +18,13 @@ |
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#define TILEMAP_EDITOR_DRAW_MULT 0.4375 |
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#define TILEMAP_EDITOR_DRAW_MULT 0.4375 |
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#define TILEMAP_EDITOR_TILESIZE (32*TILEMAP_EDITOR_DRAW_MULT) |
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#define TILEMAP_EDITOR_TILESIZE (32*TILEMAP_EDITOR_DRAW_MULT) |
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#define AddAsyncCutsceneAction(AsyncClass) \ |
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if (!((AsyncClass*)CurrentCutscene->GetAction())->InQueue()) { \
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CUTSCENE_QUEUE.push_back(CurrentCutscene->GetAction()); \
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} \
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((AsyncClass*)CurrentCutscene->GetAction())->SetQueued(); \
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CurrentCutscene->AdvanceAction(); \
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using namespace olc; |
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using namespace olc; |
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namespace layer{ |
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namespace layer{ |
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@ -136,6 +143,7 @@ public: |
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Cutscene*CurrentCutscene=nullptr; |
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Cutscene*CurrentCutscene=nullptr; |
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ActionType CurrentAction=ActionType::NONE; |
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ActionType CurrentAction=ActionType::NONE; |
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double CUTSCENE_FADE_VALUE=0; |
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double CUTSCENE_FADE_VALUE=0; |
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std::vector<CutsceneAction*>CUTSCENE_QUEUE; |
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bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
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bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
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@ -195,7 +203,6 @@ public: |
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(CutsceneAction*)new MoveCutsceneObject(1,{80,64}), |
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(CutsceneAction*)new MoveCutsceneObject(1,{80,64}), |
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(CutsceneAction*)new DialogBox(R"(Hello! |
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(CutsceneAction*)new DialogBox(R"(Hello! |
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This is a test message that lets us trigger straight from a cutscene! Cool!)"),}); |
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This is a test message that lets us trigger straight from a cutscene! Cool!)"),}); |
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/*DisplayMessageBox(R"(Hello World!
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/*DisplayMessageBox(R"(Hello World!
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This is a rather long message, but I hope it reaches you well
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This is a rather long message, but I hope it reaches you well
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in some form or capacity or another. Even though it
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in some form or capacity or another. Even though it
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@ -277,11 +284,17 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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CurrentCutscene->AdvanceAction(); |
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CurrentCutscene->AdvanceAction(); |
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} |
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} |
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}break; |
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}break; |
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case ActionType::PAN_CAMERA_ASYNC:{ |
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AddAsyncCutsceneAction(PanCameraAsync); |
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}break; |
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case ActionType::MOVE_CUTSCENE_OBJ:{ |
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case ActionType::MOVE_CUTSCENE_OBJ:{ |
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if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetObjectID()],((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetTargetPos(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMovement(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMoveSpd())) { |
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if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetObjectID()],((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetTargetPos(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMovement(),((MoveCutsceneObject*)CurrentCutscene->GetAction())->GetMoveSpd())) { |
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CurrentCutscene->AdvanceAction(); |
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CurrentCutscene->AdvanceAction(); |
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} |
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} |
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}break; |
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}break; |
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case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{ |
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AddAsyncCutsceneAction(MoveCutsceneObjectAsync); |
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}break; |
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case ActionType::CREATE_OBJECTS:{ |
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case ActionType::CREATE_OBJECTS:{ |
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for (auto&obj:((CreateObjects*)CurrentCutscene->GetAction())->GetObjects()) { |
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for (auto&obj:((CreateObjects*)CurrentCutscene->GetAction())->GetObjects()) { |
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obj->temp=true; |
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obj->temp=true; |
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@ -290,16 +303,18 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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CurrentCutscene->AdvanceAction(); |
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CurrentCutscene->AdvanceAction(); |
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}break; |
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}break; |
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case ActionType::CLEANUP:{ |
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case ActionType::CLEANUP:{ |
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for (int i=0;i<OBJECTS.size();i++) { |
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if (CUTSCENE_QUEUE.size()==0) {
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if (OBJECTS[i]->temp) { |
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for (int i=0;i<OBJECTS.size();i++) { |
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OBJECTS.erase(OBJECTS.begin()+i--); |
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if (OBJECTS[i]->temp) { |
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OBJECTS.erase(OBJECTS.begin()+i--); |
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} |
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} |
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} |
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CurrentCutscene->CleanupCutscene(); |
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CurrentCutscene->ResetCutscene(); |
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SetGameFlag(CurrentCutscene->GetEndingCutsceneFlag(),CurrentCutscene->GetEndingCutsceneVal()); |
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CurrentCutscene=nullptr; |
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CurrentAction=ActionType::NONE; |
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} |
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} |
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CurrentCutscene->CleanupCutscene(); |
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CurrentCutscene->ResetCutscene(); |
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SetGameFlag(CurrentCutscene->GetEndingCutsceneFlag(),CurrentCutscene->GetEndingCutsceneVal()); |
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CurrentCutscene=nullptr; |
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CurrentAction=ActionType::NONE; |
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}break; |
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}break; |
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case ActionType::FADE:{ |
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case ActionType::FADE:{ |
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if (((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE>0) { |
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if (((Fade*)CurrentCutscene->GetAction())->FadeIn()&&CUTSCENE_FADE_VALUE>0) { |
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@ -315,6 +330,9 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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} |
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} |
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} |
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} |
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}break; |
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}break; |
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case ActionType::FADE_ASYNC:{ |
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AddAsyncCutsceneAction(FadeAsync); |
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}break; |
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case ActionType::DIALOG:{ |
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case ActionType::DIALOG:{ |
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if (!((DialogBox*)CurrentCutscene->GetAction())->MessageHasBeenShown()) { |
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if (!((DialogBox*)CurrentCutscene->GetAction())->MessageHasBeenShown()) { |
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DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage()); |
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DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage()); |
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@ -324,6 +342,39 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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CurrentCutscene->AdvanceAction(); |
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CurrentCutscene->AdvanceAction(); |
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} |
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} |
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}break; |
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}break; |
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case ActionType::DIALOG_ASYNC:{ |
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DisplayMessageBox(((DialogBox*)CurrentCutscene->GetAction())->GetMessage()); |
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CurrentCutscene->AdvanceAction(); |
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}break; |
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} |
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for (int i=0;i<CUTSCENE_QUEUE.size();i++) { |
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switch (CUTSCENE_QUEUE[i]->GetActionType()) { |
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case ActionType::PAN_CAMERA_ASYNC:{ |
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if (MoveCameraTowardsPoint((PanCameraAsync*)CUTSCENE_QUEUE[i])) { |
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CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--); |
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} |
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}break; |
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case ActionType::MOVE_CUTSCENE_OBJ_ASYNC:{ |
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if (MoveObjectTowardsPoint(CurrentCutscene->GetCutsceneObjects()[((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetObjectID()],((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetTargetPos(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMovement(),((MoveCutsceneObjectAsync*)CUTSCENE_QUEUE[i])->GetMoveSpd())) { |
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CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--); |
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} |
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}break; |
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case ActionType::FADE_ASYNC:{ |
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if (((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE>0) { |
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CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE-((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0); |
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if (CUTSCENE_FADE_VALUE==0) { |
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CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--); |
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} |
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} else
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if (!((FadeAsync*)CUTSCENE_QUEUE[i])->FadeIn()&&CUTSCENE_FADE_VALUE<255) { |
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CUTSCENE_FADE_VALUE=std::clamp(CUTSCENE_FADE_VALUE+((FadeAsync*)CUTSCENE_QUEUE[i])->GetFadeSpd(),0.0,255.0); |
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if (CUTSCENE_FADE_VALUE==255) { |
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CUTSCENE_QUEUE.erase(CUTSCENE_QUEUE.begin()+i--); |
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} |
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} |
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}break; |
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} |
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} |
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} |
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