parent
97f7afc401
commit
0c540d5053
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@ -31,6 +31,7 @@ int main(void)
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add_font(&assets, "testfont", "res/test_font.ttf");
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Font* fnt = get_font(&assets, "testfont");
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int current_frame = 0;
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while(!WindowShouldClose())
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{
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if (IsKeyReleased(KEY_C))
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@ -43,16 +44,16 @@ int main(void)
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DrawTextEx(*fnt, "Press C to play a sound", (Vector2){64, 64}, 24, 1, RED);
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// Draw the static Sprite and animated Sprite
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draw_sprite(spr, (Vector2){64,128}, 0.0f, false);
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draw_sprite(spr2, (Vector2){64,180}, 0.0f, true);
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draw_sprite(spr, 0, (Vector2){64,128}, 0.0f, false);
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draw_sprite(spr2, current_frame, (Vector2){64,180}, 0.0f, true);
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EndDrawing();
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// Update the animated Sprite
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spr2->elapsed++;
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if (spr2->elapsed == spr2->speed)
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{
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spr2->current_frame++;
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spr2->current_frame %= spr2->frame_count;
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current_frame++;
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current_frame %= spr2->frame_count;
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spr2->elapsed = 0;
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}
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}
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@ -185,7 +185,6 @@ typedef struct Sprite {
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Vector2 origin;
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Vector2 anchor;
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int frame_count;
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int current_frame;
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int elapsed;
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int speed;
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char* name;
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@ -205,6 +204,7 @@ typedef struct _CSprite_t {
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bool flip_x;
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bool flip_y;
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bool pause;
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int current_frame;
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} CSprite_t;
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typedef struct _CMoveable_t {
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@ -461,10 +461,10 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
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return NULL;
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}
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void draw_sprite(Sprite_t* spr, Vector2 pos, float rotation, bool flip_x)
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x)
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{
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Rectangle rec = {
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spr->origin.x + spr->frame_size.x * spr->current_frame,
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spr->origin.x + spr->frame_size.x * frame_num,
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spr->origin.y,
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spr->frame_size.x * (flip_x ? -1:1),
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spr->frame_size.y
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@ -68,7 +68,7 @@ Sound* get_sound(Assets_t* assets, const char* name);
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Font* get_font(Assets_t* assets, const char* name);
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LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
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void draw_sprite(Sprite_t* spr, Vector2 pos, float rotation, bool flip_x);
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
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typedef struct SFX
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{
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@ -137,7 +137,7 @@ void draw_particle_system(ParticleSystem_t* system)
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}
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else
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{
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draw_sprite(emitter->spr, part->position, part->rotation, false);
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draw_sprite(emitter->spr, 0, part->position, part->rotation, false);
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}
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}
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}
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@ -58,7 +58,6 @@ int main(void)
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.origin = (Vector2){0, 0},
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.anchor = (Vector2){tex.width / 2, tex.height / 2},
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.frame_count = 0,
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.current_frame = 0,
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.elapsed = 0,
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.speed = 0,
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.name = "test_spr"
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@ -225,7 +225,7 @@ static void render_editor_game_scene(Scene_t* scene)
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uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
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if (data->tile_sprites[tile_sprite_idx] != NULL)
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{
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draw_sprite(data->tile_sprites[tile_sprite_idx], (Vector2){x,y}, 0.0f, false);
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draw_sprite(data->tile_sprites[tile_sprite_idx], 0, (Vector2){x,y}, 0.0f, false);
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}
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else if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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@ -429,7 +429,7 @@ static void render_editor_game_scene(Scene_t* scene)
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, spr.offset);
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draw_sprite(spr.sprite, pos, 0.0f, p_cspr->flip_x);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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}
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}
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}
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@ -131,7 +131,7 @@ static void render_regular_game_scene(Scene_t* scene)
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if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
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{
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draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, 0.0f, false);
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draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], 0, (Vector2){x,y}, 0.0f, false);
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}
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else if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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@ -223,7 +223,7 @@ static void render_regular_game_scene(Scene_t* scene)
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, spr.offset);
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draw_sprite(spr.sprite, pos, 0.0f, p_cspr->flip_x);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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}
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continue;
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}
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@ -1898,14 +1898,14 @@ void sprite_animation_system(Scene_t* scene)
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SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite == NULL) continue;
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if (reset) spr.sprite->current_frame = 0;
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if (reset) p_cspr->current_frame = 0;
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// Animate it (handle frame count)
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spr.sprite->elapsed++;
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if (spr.sprite->elapsed == spr.sprite->speed)
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{
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spr.sprite->current_frame++;
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spr.sprite->current_frame %= spr.sprite->frame_count;
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p_cspr->current_frame++;
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p_cspr->current_frame %= spr.sprite->frame_count;
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spr.sprite->elapsed = 0;
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}
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}
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@ -109,7 +109,7 @@ static void level_scene_render_func(Scene_t* scene)
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, spr.offset);
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draw_sprite(spr.sprite, pos, 0.0f, p_cspr->flip_x);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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}
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}
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}
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