Add x-flipping for anchoring
parent
657110a66d
commit
1215746e05
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@ -575,15 +575,8 @@ void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation,
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);
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}
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Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1 = get_anchor_offset(bbox, anchor);
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Vector2 p2 = get_anchor_offset(new_bbox, anchor);
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return Vector2Subtract(p1, p2);
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}
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor)
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static Vector2 internal_get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor)
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{
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Vector2 offset = {0};
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switch (anchor)
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@ -624,4 +617,30 @@ Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor)
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return offset;
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}
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Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1 = internal_get_anchor_offset(bbox, anchor);
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Vector2 p2 = internal_get_anchor_offset(new_bbox, anchor);
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return Vector2Subtract(p1, p2);
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}
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor, bool flip_x)
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{
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if (flip_x)
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{
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switch(anchor)
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{
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case AP_TOP_LEFT: anchor = AP_TOP_RIGHT; break;
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case AP_TOP_RIGHT: anchor = AP_TOP_LEFT; break;
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case AP_MID_LEFT: anchor = AP_MID_RIGHT; break;
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case AP_MID_RIGHT: anchor = AP_MID_LEFT; break;
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case AP_BOT_LEFT: anchor = AP_BOT_RIGHT; break;
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case AP_BOT_RIGHT: anchor = AP_BOT_LEFT; break;
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default:
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break;
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}
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}
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return internal_get_anchor_offset(bbox, anchor);
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}
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@ -83,7 +83,7 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
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void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour);
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor);
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor, bool flip_x);
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Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor);
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typedef struct SFX
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@ -438,12 +438,15 @@ static void render_editor_game_scene(Scene_t* scene)
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{
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pos = Vector2Add(
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pos,
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get_anchor_offset(p_bbox->size, spr.dest_anchor)
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x)
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);
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pos = Vector2Subtract(pos, spr.src_anchor);
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}
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pos = Vector2Add(pos, spr.offset);
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Vector2 offset = spr.offset;
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if (p_cspr->flip_x) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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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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@ -176,8 +176,7 @@ static bool init_player_file(FILE* in_file, Assets_t* assets)
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player_sprite_map[i].sprite = spr;
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//player_sprite_map[i].offset = offset;
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player_sprite_map[i].offset = (Vector2){0};
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player_sprite_map[i].src_anchor = spr->frame_size;
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player_sprite_map[i].src_anchor.x /= 2.0f;
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player_sprite_map[i].src_anchor = get_anchor_offset(spr->frame_size, AP_BOT_CENTER, false);
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player_sprite_map[i].dest_anchor = AP_BOT_CENTER;
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i++;
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}
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