WIP: Multiple knights after refactoring data structures and creating loops
This commit is contained in:
parent
9dd7727c92
commit
1dda2f9315
1
.gitignore
vendored
1
.gitignore
vendored
@ -3,3 +3,4 @@
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*.aseprite
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/.idea/
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/sprites.o
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/dod
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7
Makefile
7
Makefile
@ -1,9 +1,9 @@
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CFLAGS=-g -Wall -Wextra -pedantic -O0
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CFLAGS=-g -fsanitize=address -Wall -Wextra -pedantic -O0
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CC=gcc
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.PHONY: build clean run all
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all: main
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all: main dod
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main: main.c sprites.o sprites.h game_data.h ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main sprites.o ./lib/libraylib.a
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@ -11,6 +11,9 @@ main: main.c sprites.o sprites.h game_data.h ./lib/libraylib.a
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sprites.o: sprites.c sprites.h lib.h
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$(CC) $(CFLAGS) -c sprites.c -o sprites.o
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dod: dod.c ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm dod.c -o dod ./lib/libraylib.a
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run: all
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./main
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75
dod.c
Normal file
75
dod.c
Normal file
@ -0,0 +1,75 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "raylib.h"
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#define ENTITY_COUNT 10000000
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#define TEST_DOD
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typedef struct DoDState
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{
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Vector2* positions;
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Color* colors;
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Vector2* outputs;
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} DoDState;
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typedef struct ObjState
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{
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Vector2 position;
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Color color;
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Vector2 output;
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} ObjState;
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ObjState objects[ENTITY_COUNT];
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Vector2 positions[ENTITY_COUNT];
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Color colors[ENTITY_COUNT];
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Vector2 outputs[ENTITY_COUNT];
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void AWESOME_FUNCTION(void)
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{
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#ifdef TEST_DOD
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for (int i = 0; i < ENTITY_COUNT; i++)
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{
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const Vector2 output = (Vector2){
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// positions[i] = (Vector2){
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positions[i].x * 2,
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positions[i].y * 2,
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};
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outputs[i] = output;
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}
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#else
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for (int i = 0; i < ENTITY_COUNT; i++)
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{
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const Vector2 output = (Vector2){
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objects[i].position.x * objects[i].color.r,
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objects[i].position.y * objects[i].color.b,
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};
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objects[i].output = output;
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}
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#endif
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}
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int main(void)
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{
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// Populate the data
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int r = rand();
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for (int i = 0; i < ENTITY_COUNT; i++)
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{
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positions[i].x = (float)r / RAND_MAX;
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positions[i].y = (float)r / RAND_MAX;
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colors[i].r = r % 256;
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colors[i].g = r % 256;
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colors[i].b = r % 256;
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colors[i].a = r % 256;
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objects[i].position = positions[i];
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objects[i].color = colors[i];
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}
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AWESOME_FUNCTION();
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return 0;
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}
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38
game_data.h
38
game_data.h
@ -9,78 +9,62 @@
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#define ANIM_KNIGHT_ATTACK_BACK1 6
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#define ANIM_KNIGHT_ATTACK_BACK2 7
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const u16 cell_size = 192;
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SpriteSheet knight = {
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.name = "blue_knight",
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.texture = {0},
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// .anim_count = 8,
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.size = { 1152, 1536 },
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};
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// SpriteSheet knight_spritesheet = {
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// .name = "blue_knight",
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// .texture = {0},
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// // .anim_count = 8,
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// .size = { 1152, 1536 },
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// };
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const Vector2 knight_origin = {cell_size / 2, cell_size / 2};
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const Size knight_col_size = {75, 100};
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const u16 knight_sprite_size = 192;
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const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35};
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const Size knight_col_size = {85, 95};
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// TODO: We probably want this as a helper function somewhere
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const Rectangle knight_colrect_select = {
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knight_origin.x - knight_col_size.width / 2,
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knight_origin.y - knight_col_size.height / 2,
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-knight_col_size.width / 2,
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-knight_col_size.height / 2 - 40,
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knight_col_size.width,
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knight_col_size.height,
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};
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SpriteAnimation knight_idle = {
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.name = "idle",
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.total_frames = 6,
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.loop = true,
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.src_rect = { 0, cell_size * 0, cell_size, cell_size },
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};
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SpriteAnimation knight_run = {
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.name = "run",
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.total_frames = 6,
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.loop = true,
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.src_rect = { 0, cell_size * 1, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_side1 = {
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.name = "attack_side1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 2, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_side2 = {
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.name = "attack_side2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 3, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_front1 = {
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.name = "attack_front1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 4, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_front2 = {
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.name = "attack_front2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 5, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_back1 = {
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.name = "attack_back1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 6, cell_size, cell_size },
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};
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SpriteAnimation knight_attack_back2 = {
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.name = "attack_back2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 7, cell_size, cell_size },
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};
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SpriteAnimation knight_anims[8];
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23
lib.h
23
lib.h
@ -4,17 +4,15 @@
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#include "include/raylib.h"
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typedef uint8_t u8;
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// typedef char16_t c16;
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typedef uint16_t u16;
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typedef int16_t i16;
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typedef int32_t b32;
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typedef int16_t i16;
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typedef int32_t i32;
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typedef uint32_t u32;
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typedef uint64_t u64;
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typedef float f32;
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typedef double f64;
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typedef uintptr_t uptr;
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typedef char byte;
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typedef char sbyte;
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typedef ptrdiff_t size;
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typedef size_t usize;
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@ -35,18 +33,21 @@ typedef union {
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Rectangle rect;
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} RectU;
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typedef struct PointOrNone {
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enum {NONE, POINT} type;
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union {
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byte none;
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Point point;
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} value;
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} PointOrNone;
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#define OPTION(type, typeName) \
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struct { \
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enum {NONE, SOME} tag; \
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union { \
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u8 none; \
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type typeName; \
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} some; \
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}
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typedef OPTION(Point, point) PointOption;
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void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);
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void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);
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void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint);
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#ifdef ENNIX_LIB_IMPLEMENTATION
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extern bool global_debug_mode;
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inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
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161
main.c
161
main.c
@ -6,9 +6,7 @@
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define ANIM_SPEED 8
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#define MAX_ANIMATION_PLAYBACKS 64
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#define MAX_KNIGHTS 64
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#define MAX_KNIGHTS 256
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#define DEBUG_MODE_ENABLED
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@ -46,11 +44,11 @@ typedef struct {
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typedef struct {
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int frame_count;
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Knight knight;
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// Rectangle* sprite_rects;
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Point camera_position;
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Knight *selected_knight;
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PointOrNone *target_points;
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PointOption *target_points;
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Knight *knights;
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SpriteAnimationPlayback* anim_playbacks;
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int anim_playbacks_count;
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} GameState;
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@ -80,20 +78,18 @@ Assets Init() {
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}
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void Update(GameState *game, Camera2D *cam, float dt) {
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TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
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if (IsMouseButtonPressed(0)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// the position of the collider, we need a helper that calculates origin offset
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Rectangle mouse_select_area = {
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game->knight.position.x - knight_colrect_select.width / 2,
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game->knight.position.y - knight_colrect_select.height / 2,
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game->knights[0].position.x + knight_colrect_select.x,
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game->knights[0].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) {
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game->selected_knight = &game->knight;
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game->selected_knight = &game->knights[0];
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} else {
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game->selected_knight = NULL;
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}
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@ -102,35 +98,10 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsMouseButtonPressed(1)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (game->selected_knight != NULL) {
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game->target_points[0] = (PointOrNone){.type = POINT, .value.point = mouse_pos };
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game->target_points[0] = (PointOption){ .tag = SOME, .some.point = mouse_pos };
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}
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}
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// for (int i = 0; i < MAX_KNIGHTS; i++) {
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Vector2 input_vel = {0};
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if (game->target_points[0].type == POINT) {
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Vector2 target = game->target_points[0].value.point;
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if (Vector2DistanceSqr(target, game->knight.position) < 0.5f) {
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game->target_points[0].type = NONE;
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} else {
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input_vel.x = game->knight.position.x - target.x < 0.0f ? 1 : -1;
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game->knight.position = Vector2MoveTowards(game->knight.position, target, 4.0f);
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}
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}
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// const float movement_speed = 250.0f * dt;
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// if (IsKeyDown(KEY_RIGHT)) {
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// input_vel.x = 1;
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// }
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// if (IsKeyDown(KEY_LEFT)) {
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// input_vel.x = -1;
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// }
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// if (IsKeyDown(KEY_UP)) {
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// input_vel.y = -1;
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// }
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// if (IsKeyDown(KEY_DOWN)) {
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// input_vel.y = 1;
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// }
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {0};
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if (IsKeyDown(KEY_D)) {
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@ -148,32 +119,68 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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cam_vel = Vector2Normalize(cam_vel);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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if (IsKeyPressed(KEY_SPACE) && game->knight.state != KNIGHT_ATTACKING) {
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game->knight.state = KNIGHT_ATTACKING;
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
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if (IsKeyPressed(KEY_SPACE) && game->knights[0].state != KNIGHT_ATTACKING) {
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game->knights[0].state = KNIGHT_ATTACKING;
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PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[0]);
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}
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if (IsKeyPressed(KEY_F1)) {
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global_debug_mode = !global_debug_mode;
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}
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if (game->knight.state == KNIGHT_ATTACKING) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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if (game->anim_playbacks[0].is_finished) {
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game->knight.state = KNIGHT_IDLE;
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// const float movement_speed = 250.0f * dt;
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// if (IsKeyDown(KEY_RIGHT)) {
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// input_vel.x = 1;
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// }
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// if (IsKeyDown(KEY_LEFT)) {
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// input_vel.x = -1;
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// }
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// if (IsKeyDown(KEY_UP)) {
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// input_vel.y = -1;
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// }
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// if (IsKeyDown(KEY_DOWN)) {
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// input_vel.y = 1;
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// }
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// Process animation data
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TickSpriteAnimations(game->anim_playbacks, 1);
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// Handle knight movement if they are moving somewhere
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// for (int i = 0; i < MAX_KNIGHTS; i++) {
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for (int i = 0; i < 1; i++) {
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Vector2 input_vel = {0};
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Knight *knight = &game->knights[i];
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if (game->target_points[0].tag == SOME) {
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Vector2 target = game->target_points[0].some.point;
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if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
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game->target_points[0].tag = NONE;
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} else {
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input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
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knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
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}
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}
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} else {
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if (input_vel.x != 0) {
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game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
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}
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// game->knight.velocity = Vector2Normalize(input_vel);
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// game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
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// game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
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if (input_vel.x != 0 || input_vel.y != 0) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
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game->knight.state = KNIGHT_RUNNING;
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// Handle the attacking state, if not handle state transitions
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if (knight->state == KNIGHT_ATTACKING) {
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if (game->anim_playbacks[i].is_finished) {
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knight->state = KNIGHT_IDLE;
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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}
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} else {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
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game->knight.state = KNIGHT_IDLE;
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if (input_vel.x != 0) {
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knight->look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
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}
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if (input_vel.x != 0 || input_vel.y != 0) {
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if (knight->state == KNIGHT_IDLE) {
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_RUNNING;
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}
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} else {
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if (knight->state == KNIGHT_RUNNING) {
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_IDLE;
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}
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}
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}
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}
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}
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@ -206,31 +213,36 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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}
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}
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if (game->target_points[0].type == POINT) {
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Vector2 marker_pos = game->target_points[0].value.point;
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if (game->target_points[0].tag == SOME) {
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Vector2 marker_pos = game->target_points[0].some.point;
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marker_pos.x -= assets.textures[3].width / 2;
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// marker_pos.y -= assets.textures[3].height / 2;
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marker_pos.y -= assets.textures[3].height / 2;
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D_DrawTextureV(assets.textures[3], marker_pos, WHITE);
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}
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for (int i = 0; i < game->anim_playbacks_count; i++) {
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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for (int i = 0; i < 1; i++) {
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Knight *knight = &game->knights[i];
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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SpriteAnimation *anim = &knight_anims[playback->anim_id];
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Rectangle src_rect = anim->src_rect;
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src_rect.x = playback->current_frame * anim->src_rect.width;
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src_rect.y = anim->src_rect.y;
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if (game->knight.look_dir == DIR_LEFT) {
|
||||
Rectangle src_rect = {
|
||||
playback->current_frame * knight_sprite_size,
|
||||
playback->row * knight_sprite_size,
|
||||
knight_sprite_size,
|
||||
knight_sprite_size,
|
||||
};
|
||||
// TODO: This might be a nice place to optimize
|
||||
if (knight->look_dir == DIR_LEFT) {
|
||||
src_rect.width = -abs((int)src_rect.width);
|
||||
}
|
||||
// Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
|
||||
Rectangle dest_rect = {game->knight.position.x, game->knight.position.y, 192, 192};
|
||||
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
|
||||
D_DrawTexturePro(assets.textures[1], src_rect, dest_rect, knight_origin, 0.0f, WHITE);
|
||||
|
||||
if (game->selected_knight) {
|
||||
Vector2 kpos = game->knight.position;
|
||||
Vector2 kpos = game->knights[0].position;
|
||||
Rectangle knight_col_area = {
|
||||
kpos.x - knight_colrect_select.width / 2,
|
||||
kpos.y - knight_colrect_select.height / 2,
|
||||
kpos.x + knight_colrect_select.x,
|
||||
kpos.y + knight_colrect_select.y,
|
||||
knight_colrect_select.width,
|
||||
knight_colrect_select.height,
|
||||
};
|
||||
@ -248,6 +260,8 @@ int main(void) {
|
||||
const int screen_width = 1600;
|
||||
const int screen_height = 1080;
|
||||
|
||||
printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
|
||||
|
||||
InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
|
||||
|
||||
int monitor = GetCurrentMonitor();
|
||||
@ -265,17 +279,18 @@ int main(void) {
|
||||
cam.zoom = 1.0f;
|
||||
|
||||
GameState game = {0};
|
||||
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
|
||||
game.knights = malloc(sizeof(Knight) * MAX_KNIGHTS);
|
||||
game.knights[0] = (Knight){0};
|
||||
game.knights[0].position = (Vector2){100,100};
|
||||
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_KNIGHTS);
|
||||
game.anim_playbacks_count = 1;
|
||||
// First one is idle
|
||||
game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
|
||||
game.target_points = calloc(MAX_KNIGHTS, sizeof(Point));
|
||||
game.knight = (Knight){0};
|
||||
game.knight.position = (Vector2){100,100};
|
||||
|
||||
Assets assets = Init();
|
||||
|
||||
PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
|
||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[0]);
|
||||
// const int idle
|
||||
while (!WindowShouldClose()) {
|
||||
game.frame_count++;
|
||||
|
21
sprites.c
21
sprites.c
@ -1,26 +1,25 @@
|
||||
#include "sprites.h"
|
||||
#include "include/raylib.h"
|
||||
|
||||
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback) {
|
||||
playback.time_elapsed = 0.0f;
|
||||
playback.current_frame = 0;
|
||||
playback.is_finished = false;
|
||||
playbacks[0] = playback;
|
||||
inline void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback) {
|
||||
playback->time_elapsed = 0.0f;
|
||||
playback->current_frame = 0;
|
||||
playback->row = animation;
|
||||
playback->is_finished = false;
|
||||
playback->total_frames = anims[animation].total_frames;
|
||||
playback->loop = anims[animation].loop;
|
||||
}
|
||||
|
||||
void TickSpriteAnimations(const SpriteAnimation *animations,
|
||||
SpriteAnimationPlayback *playbacks,
|
||||
int len) {
|
||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
||||
const f32 anim_speed = 1.0f / 10.0f;
|
||||
for (int i = 0; i < len; i++) {
|
||||
SpriteAnimationPlayback *playback = &playbacks[i];
|
||||
const SpriteAnimation *animation = &animations[playback->anim_id];
|
||||
playback->time_elapsed += GetFrameTime();
|
||||
if (playback->time_elapsed >= anim_speed) {
|
||||
playback->time_elapsed = 0.0f;
|
||||
playback->current_frame++;
|
||||
if (playback->current_frame >= animation->total_frames) {
|
||||
if (animation->loop) {
|
||||
if (playback->current_frame >= playback->total_frames) {
|
||||
if (playback->loop) {
|
||||
playback->current_frame = 0;
|
||||
} else {
|
||||
playback->is_finished = true;
|
||||
|
27
sprites.h
27
sprites.h
@ -4,25 +4,26 @@
|
||||
#include "lib.h"
|
||||
#include "include/raylib.h"
|
||||
|
||||
typedef struct {
|
||||
Texture2D texture;
|
||||
char *name;
|
||||
Size size;
|
||||
} SpriteSheet;
|
||||
// typedef struct {
|
||||
// Texture2D texture;
|
||||
// char *name;
|
||||
// Size size;
|
||||
// } SpriteSheet;
|
||||
|
||||
typedef struct {
|
||||
char* name;
|
||||
u8 loop;
|
||||
u8 total_frames;
|
||||
bool loop;
|
||||
Rectangle src_rect;
|
||||
} SpriteAnimation;
|
||||
|
||||
typedef struct {
|
||||
u16 anim_id;
|
||||
u8 current_frame;
|
||||
bool is_finished;
|
||||
f32 time_elapsed;
|
||||
u8 row;
|
||||
u8 total_frames;
|
||||
u8 current_frame;
|
||||
u8 loop;
|
||||
// TODO: Maybe we can get rid of this one
|
||||
u8 is_finished;
|
||||
} SpriteAnimationPlayback;
|
||||
|
||||
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback);
|
||||
void TickSpriteAnimations(const SpriteAnimation *animations, SpriteAnimationPlayback *playbacks, int len);
|
||||
void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback);
|
||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len);
|
||||
|
Loading…
x
Reference in New Issue
Block a user