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4 Commits

Author SHA1 Message Date
En Yi 1094e13c0a Fix some emitter positioning 2024-05-01 12:38:53 +08:00
En Yi 54acd365d4 Integrate 'pro' version of sprite drawing 2024-05-01 12:23:31 +08:00
En Yi 2bda67e917 Make player box a little smaller 2024-05-01 11:56:07 +08:00
En Yi 42c4572066 Rework sprite render system
Internal Changelog:
- Add more fields
    - Elapsed is now in sprite component
    - Add rotation fields
- Tweak early exit checks in render functions
2024-05-01 11:55:34 +08:00
8 changed files with 62 additions and 30 deletions

View File

@ -32,6 +32,7 @@ int main(void)
Font* fnt = get_font(&assets, "testfont");
int current_frame = 0;
int elapsed = 0;
while(!WindowShouldClose())
{
if (IsKeyReleased(KEY_C))
@ -49,12 +50,12 @@ int main(void)
EndDrawing();
// Update the animated Sprite
spr2->elapsed++;
if (spr2->elapsed == spr2->speed)
elapsed++;
if (elapsed == spr2->speed)
{
current_frame++;
current_frame %= spr2->frame_count;
spr2->elapsed = 0;
elapsed = 0;
}
}
term_assets(&assets);

View File

@ -186,7 +186,6 @@ typedef struct Sprite {
Vector2 origin;
Vector2 anchor;
int frame_count;
int elapsed;
int speed;
char* name;
} Sprite_t;
@ -207,6 +206,11 @@ typedef struct _CSprite_t {
bool pause;
int current_frame;
float fractional;
float rotation; // Degree
float rotation_speed; // Degree / s
int elapsed;
Vector2 offset;
Color colour;
} CSprite_t;
typedef struct _CMoveable_t {

View File

@ -530,24 +530,36 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x)
{
draw_sprite_pro(
spr, frame_num, pos, rotation, flip_x ? 1: 0,
(Vector2){1, 1}, WHITE
);
}
void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour)
{
if (frame_num >= spr->frame_count) frame_num = spr->frame_count - 1;
if (frame_num < 0) frame_num = 0;
Rectangle rec = {
spr->origin.x + spr->frame_size.x * frame_num,
spr->origin.y,
spr->frame_size.x * (flip_x ? -1:1),
spr->frame_size.y
spr->frame_size.x * ((flip & 1) ? -1 : 1),
spr->frame_size.y * ((flip & 2) ? -1 : 1),
};
//DrawTextureRec(*spr->texture, rec, pos, WHITE);
Rectangle dest = {
.x = pos.x - spr->anchor.x,
.y = pos.y - spr->anchor.y,
.width = spr->frame_size.x,
.height = spr->frame_size.y
.x = pos.x,
.y = pos.y,
.width = spr->frame_size.x * scale.x,
.height = spr->frame_size.y * scale.y
};
Vector2 anchor = spr->anchor;
anchor.x *= scale.x;
anchor.y *= scale.y;
DrawTexturePro(
*spr->texture,
rec,
dest,
spr->anchor,
rotation, WHITE
anchor,
rotation, colour
);
}

View File

@ -82,6 +82,7 @@ Font* get_font(Assets_t* assets, const char* name);
LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour);
typedef struct SFX
{

View File

@ -63,7 +63,6 @@ int main(void)
.origin = (Vector2){0, 0},
.anchor = (Vector2){tex.width / 2, tex.height / 2},
.frame_count = 0,
.elapsed = 0,
.speed = 0,
.name = "test_spr"
};

2
run.sh
View File

@ -1,3 +1,3 @@
#!/bin/sh
LSAN_OPTIONS=suppressions=./lsan_supp.txt ./build/$1
./build.sh && LSAN_OPTIONS=suppressions=./lsan_supp.txt ./build/$1

View File

@ -21,9 +21,9 @@
#define MOVE_ACCEL 1300
#ifndef TILE16_SIZE
#define PLAYER_WIDTH 30
#define PLAYER_WIDTH 28
#define PLAYER_HEIGHT 42
#define PLAYER_C_WIDTH 30
#define PLAYER_C_WIDTH 28
#define PLAYER_C_HEIGHT 26
#else
#define PLAYER_WIDTH 14

View File

@ -240,12 +240,18 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
{
Vector2 half_size = {0,0};
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_bbox != NULL)
{
half_size = p_bbox->half_size;
}
if (p_ent->m_tag == BOULDER_ENT_TAG)
{
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_rock"),
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, half_size),
.n_particles = 5,
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
.update_func = &simple_particle_system_update,
@ -259,7 +265,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, (p_container->material == WOODEN_CONTAINER) ? "p_wood" : "p_metal"),
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, half_size),
.n_particles = 5,
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
.update_func = &simple_particle_system_update,
@ -272,7 +278,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_wood"),
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, half_size),
.n_particles = 5,
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
.update_func = &simple_particle_system_update,
@ -283,7 +289,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
ParticleEmitter_t emitter2 = {
.spr = get_sprite(&scene->engine->assets, "p_coin"),
.config = get_emitter_conf(&scene->engine->assets, "pe_single"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, half_size),
.n_particles = 1,
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
.update_func = &simple_particle_system_update,
@ -298,7 +304,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_arrow"),
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, half_size),
.n_particles = 2,
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
.update_func = &simple_particle_system_update,
@ -1486,7 +1492,7 @@ void state_transition_update_system(Scene_t* scene)
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_water"),
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
.position = p_ent->position,
.position = Vector2Add(p_ent->position, p_bbox->half_size),
.n_particles = 5,
.user_data = (CONTAINER_OF(scene, LevelScene_t, scene)),
.update_func = &simple_particle_system_update,
@ -2002,7 +2008,6 @@ void sprite_animation_system(Scene_t* scene)
{
next_idx = p_cspr->transition_func(p_ent);
}
if (p_cspr->pause) return;
bool reset = p_cspr->current_idx != next_idx;
p_cspr->current_idx = next_idx;
@ -2010,7 +2015,14 @@ void sprite_animation_system(Scene_t* scene)
SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite == NULL) continue;
if (reset) p_cspr->current_frame = 0;
if (reset)
{
p_cspr->fractional = 0;
p_cspr->elapsed = 0;
p_cspr->current_frame = 0;
}
if (spr.sprite->speed == 0) continue;
// Animate it (handle frame count)
p_cspr->fractional += scene->delta_time;
@ -2018,12 +2030,15 @@ void sprite_animation_system(Scene_t* scene)
if (p_cspr->fractional > ANIM_FRAME_RATE)
{
p_cspr->fractional -= ANIM_FRAME_RATE;
spr.sprite->elapsed++;
if (spr.sprite->elapsed == spr.sprite->speed)
p_cspr->elapsed++;
if (p_cspr->elapsed == spr.sprite->speed)
{
p_cspr->current_frame++;
p_cspr->current_frame %= spr.sprite->frame_count;
spr.sprite->elapsed = 0;
p_cspr->elapsed = 0;
if (!p_cspr->pause)
{
p_cspr->current_frame++;
p_cspr->current_frame %= spr.sprite->frame_count;
}
}
}
}