#include "pixelGameEngine.h" #include #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, FADE, }; 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::vectorobjs; public: template CreateObjects(std::initializer_list objs) { for( auto elem : objs ) { this->objs.push_back(elem); } } ActionType GetActionType() override{return ActionType::CREATE_OBJECTS;} std::vector 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; } }; class Fade:public CutsceneAction{ private: bool fadeIn=true; //If false, it fades out instead. double fadeSpd=0; public: //If false, it fades out instead. Fade(bool fadeIn=false,double fadeSpd=1) { this->fadeIn=fadeIn; this->fadeSpd=fadeSpd; } ActionType GetActionType() override{return ActionType::FADE;} //If false, then it means we need to fade out instead. bool FadeIn() { return fadeIn; } double GetFadeSpd() { return fadeSpd; } }; /* 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 actions; bool actionIsActive=false; std::vectorcutsceneObjs; Flag storedFlag=Flag::NONE; bool storedVal=true; public: template Cutscene(std::initializer_list actions) { AddAction(actions); }; template void AddAction( std::initializer_list 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&&actionMarkerGetActionType(); } 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 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