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4 Commits
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1094e13c0a
Author | SHA1 | Date |
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1094e13c0a | |
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54acd365d4 | |
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2bda67e917 | |
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42c4572066 |
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@ -32,6 +32,7 @@ int main(void)
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Font* fnt = get_font(&assets, "testfont");
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int current_frame = 0;
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int elapsed = 0;
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while(!WindowShouldClose())
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{
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if (IsKeyReleased(KEY_C))
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@ -49,12 +50,12 @@ int main(void)
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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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elapsed++;
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if (elapsed == spr2->speed)
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{
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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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elapsed = 0;
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}
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}
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term_assets(&assets);
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@ -186,7 +186,6 @@ 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 elapsed;
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int speed;
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char* name;
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} Sprite_t;
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@ -207,6 +206,11 @@ typedef struct _CSprite_t {
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bool pause;
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int current_frame;
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float fractional;
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float rotation; // Degree
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float rotation_speed; // Degree / s
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int elapsed;
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Vector2 offset;
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Color colour;
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} CSprite_t;
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typedef struct _CMoveable_t {
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@ -530,24 +530,36 @@ 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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{
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draw_sprite_pro(
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spr, frame_num, pos, rotation, flip_x ? 1: 0,
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(Vector2){1, 1}, WHITE
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);
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}
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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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{
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if (frame_num >= spr->frame_count) frame_num = spr->frame_count - 1;
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if (frame_num < 0) frame_num = 0;
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Rectangle rec = {
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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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spr->frame_size.x * ((flip & 1) ? -1 : 1),
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spr->frame_size.y * ((flip & 2) ? -1 : 1),
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};
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//DrawTextureRec(*spr->texture, rec, pos, WHITE);
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Rectangle dest = {
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.x = pos.x - spr->anchor.x,
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.y = pos.y - spr->anchor.y,
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.width = spr->frame_size.x,
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.height = spr->frame_size.y
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.x = pos.x,
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.y = pos.y,
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.width = spr->frame_size.x * scale.x,
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.height = spr->frame_size.y * scale.y
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};
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Vector2 anchor = spr->anchor;
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anchor.x *= scale.x;
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anchor.y *= scale.y;
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DrawTexturePro(
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*spr->texture,
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rec,
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dest,
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spr->anchor,
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rotation, WHITE
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anchor,
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rotation, colour
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);
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}
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@ -82,6 +82,7 @@ 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, 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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typedef struct SFX
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{
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@ -63,7 +63,6 @@ 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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.elapsed = 0,
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.speed = 0,
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.name = "test_spr"
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};
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2
run.sh
2
run.sh
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@ -1,3 +1,3 @@
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#!/bin/sh
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LSAN_OPTIONS=suppressions=./lsan_supp.txt ./build/$1
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./build.sh && LSAN_OPTIONS=suppressions=./lsan_supp.txt ./build/$1
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@ -21,9 +21,9 @@
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#define MOVE_ACCEL 1300
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#ifndef TILE16_SIZE
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#define PLAYER_WIDTH 30
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#define PLAYER_WIDTH 28
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#define PLAYER_HEIGHT 42
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#define PLAYER_C_WIDTH 30
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#define PLAYER_C_WIDTH 28
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#define PLAYER_C_HEIGHT 26
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#else
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#define PLAYER_WIDTH 14
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@ -240,12 +240,18 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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Vector2 half_size = {0,0};
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox != NULL)
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{
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half_size = p_bbox->half_size;
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}
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if (p_ent->m_tag == BOULDER_ENT_TAG)
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{
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_rock"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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@ -259,7 +265,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, (p_container->material == WOODEN_CONTAINER) ? "p_wood" : "p_metal"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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@ -272,7 +278,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_wood"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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@ -283,7 +289,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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ParticleEmitter_t emitter2 = {
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.spr = get_sprite(&scene->engine->assets, "p_coin"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_single"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 1,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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@ -298,7 +304,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_arrow"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 2,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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@ -1486,7 +1492,7 @@ void state_transition_update_system(Scene_t* scene)
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_water"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = p_ent->position,
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.position = Vector2Add(p_ent->position, p_bbox->half_size),
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.n_particles = 5,
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.user_data = (CONTAINER_OF(scene, LevelScene_t, scene)),
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.update_func = &simple_particle_system_update,
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@ -2002,7 +2008,6 @@ void sprite_animation_system(Scene_t* scene)
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{
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next_idx = p_cspr->transition_func(p_ent);
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}
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if (p_cspr->pause) return;
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bool reset = p_cspr->current_idx != next_idx;
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p_cspr->current_idx = next_idx;
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@ -2010,7 +2015,14 @@ 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) p_cspr->current_frame = 0;
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if (reset)
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{
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p_cspr->fractional = 0;
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p_cspr->elapsed = 0;
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p_cspr->current_frame = 0;
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}
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if (spr.sprite->speed == 0) continue;
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// Animate it (handle frame count)
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p_cspr->fractional += scene->delta_time;
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@ -2018,12 +2030,15 @@ void sprite_animation_system(Scene_t* scene)
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if (p_cspr->fractional > ANIM_FRAME_RATE)
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{
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p_cspr->fractional -= ANIM_FRAME_RATE;
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spr.sprite->elapsed++;
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if (spr.sprite->elapsed == spr.sprite->speed)
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p_cspr->elapsed++;
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if (p_cspr->elapsed == spr.sprite->speed)
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{
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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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p_cspr->elapsed = 0;
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if (!p_cspr->pause)
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{
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p_cspr->current_frame++;
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p_cspr->current_frame %= spr.sprite->frame_count;
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}
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}
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}
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}
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