Sprite anim looping, knight state management, attacking anim, direction flip

This commit is contained in:
Joseph Ferano 2024-01-01 13:01:35 +07:00
parent ff49e7d2b3
commit 380361431f
4 changed files with 86 additions and 39 deletions

View File

@ -20,48 +20,56 @@ const u16 cell_size = 192;
SpriteAnimation knight_idle = {
.name = "idle",
.total_frames = 6,
.loop = true,
.src_rect = { 0, cell_size * 0, 192, 192 },
};
SpriteAnimation knight_run = {
.name = "run",
.total_frames = 6,
.loop = true,
.src_rect = { 0, cell_size * 1, 192, 192 },
};
SpriteAnimation knight_attack_side1 = {
.name = "attack_side1",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 2, 192, 192 },
};
SpriteAnimation knight_attack_side2 = {
.name = "attack_side2",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 3, 192, 192 },
};
SpriteAnimation knight_attack_front1 = {
.name = "attack_front1",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 4, 192, 192 },
};
SpriteAnimation knight_attack_front2 = {
.name = "attack_front2",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 5, 192, 192 },
};
SpriteAnimation knight_attack_back1 = {
.name = "attack_back1",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 6, 192, 192 },
};
SpriteAnimation knight_attack_back2 = {
.name = "attack_back2",
.total_frames = 6,
.loop = false,
.src_rect = { 0, cell_size * 7, 192, 192 },
};

99
main.c
View File

@ -12,11 +12,33 @@
#include "lib.h"
#include "game_data.h"
typedef enum KnightState {
KNIGHT_IDLE = 0,
KNIGHT_RUNNING = 1,
KNIGHT_ATTACKING = 2,
} KnightState;
typedef enum Direction {
DIR_UP = 0,
DIR_DOWN = 1,
DIR_LEFT = 2,
DIR_RIGHT = 3,
// DIR_UP_LEFT = 4,
// DIR_UP_RIGHT = 5,
// DIR_DOWN_LEFT = 6,
// DIR_DOWN_RIGHT = 7,
} Direction;
typedef struct {
Vector2 position;
Vector2 velocity;
Direction look_dir;
KnightState state;
} Knight;
typedef struct {
int frame_count;
int anim_frames;
bool is_attacking;
Vector2 knight_pos;
Knight knight;
Rectangle *sprite_rects;
SpriteAnimationPlayback *anim_playbacks;
int anim_playbacks_count;
@ -44,10 +66,10 @@ Assets Init() {
return assets;
}
void Update(GameState *state, Camera2D cam, float dt) {
void Update(GameState *game, Camera2D cam, float dt) {
(void)cam;
TickSpriteAnimations(&knight_anims[0], state->anim_playbacks, 1);
TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
float movement_speed = 250.0f * dt;
Vector2 input_vel = {0};
@ -63,29 +85,34 @@ void Update(GameState *state, Camera2D cam, float dt) {
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
input_vel.y = 1;
}
if (IsKeyPressed(KEY_SPACE)) {
state->is_attacking = true;
if (IsKeyPressed(KEY_SPACE) && game->knight.state != KNIGHT_ATTACKING) {
game->knight.state = KNIGHT_ATTACKING;
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
}
if (game->knight.state == KNIGHT_ATTACKING) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
if (game->anim_playbacks[0].is_finished) {
game->knight.state = KNIGHT_IDLE;
}
input_vel = Vector2Normalize(input_vel);
input_vel = Vector2Scale(input_vel, movement_speed);
state->knight_pos = Vector2Add(state->knight_pos, input_vel);
// if (state->is_attacking) {
// if (state->anim_frames - attacking_frames > 5) {
// state->is_attacking = false;
// state->knight_rect.y = 0;
// } else {
// state->knight_rect.y = 192 * 2;
// }
// } else {
if (input_vel.x != 0 || input_vel.y != 0) {
state->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
} else {
state->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
if (input_vel.x != 0) {
game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
}
game->knight.velocity = Vector2Normalize(input_vel);
game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
if (input_vel.x != 0 || input_vel.y != 0) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
game->knight.state = KNIGHT_RUNNING;
} else {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
game->knight.state = KNIGHT_IDLE;
}
}
// }
}
void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
(void)cam;
(void)dt;
ClearBackground((Color){ 100, 149, 237, 255 });
@ -112,13 +139,16 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
}
}
for (int i = 0; i < state->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
for (int i = 0; i < game->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
SpriteAnimation *anim = &knight_anims[playback->anim_id];
Rectangle src_rect = anim->src_rect;
src_rect.x = playback->current_frame * anim->src_rect.width;
src_rect.y = anim->src_rect.y;
DrawTextureRec(assets.textures[1], src_rect, state->knight_pos, WHITE);
if (game->knight.look_dir == DIR_LEFT) {
src_rect.width = -abs((int)src_rect.width);
}
DrawTextureRec(assets.textures[1], src_rect, game->knight.position, WHITE);
}
}
@ -140,28 +170,29 @@ int main(void) {
Camera2D cam = {0};
cam.zoom = 1.0f;
GameState state = {0};
state.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
state.anim_playbacks_count = 1;
GameState game = {0};
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
game.anim_playbacks_count = 1;
// First one is idle
state.anim_playbacks[0] = (SpriteAnimationPlayback){0};
game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
game.knight = (Knight){0};
// state.anim_playbacks[0].pos = (Position){ knight_idle.src_rect.x, knight_idle.src_rect.y };
Assets assets = Init();
PlayAnimation(&state.anim_playbacks[0], state.anim_playbacks[0]);
PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
// const int idle
while (!WindowShouldClose()) {
state.frame_count++;
game.frame_count++;
float dt = GetFrameTime();
Update(&state, cam, dt);
Update(&game, cam, dt);
BeginDrawing();
{
BeginMode2D(cam);
{
Draw(&state, assets, cam, dt);
Draw(&game, assets, cam, dt);
}
EndMode2D();
}

View File

@ -4,6 +4,7 @@
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback) {
playback.time_elapsed = 0.0f;
playback.current_frame = 0;
playback.is_finished = false;
playbacks[0] = playback;
}
@ -19,7 +20,12 @@ void TickSpriteAnimations(const SpriteAnimation *animations,
playback->time_elapsed = 0.0f;
playback->current_frame++;
if (playback->current_frame >= animation->total_frames) {
if (animation->loop) {
playback->current_frame = 0;
} else {
playback->is_finished = true;
playback->current_frame--;
}
}
}
}

View File

@ -12,13 +12,15 @@ typedef struct {
typedef struct {
char* name;
u16 total_frames;
u8 total_frames;
bool loop;
Rectangle src_rect;
} SpriteAnimation;
typedef struct {
u16 anim_id;
u16 current_frame;
u8 current_frame;
bool is_finished;
f32 time_elapsed;
} SpriteAnimationPlayback;