forgot to commit, lighting and animations

This commit is contained in:
Ben
2020-09-06 01:50:48 +01:00
parent 51bcbfa03f
commit 8198922b43
12 changed files with 557 additions and 44 deletions

12
TODO
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@@ -4,12 +4,12 @@
# Today
[-] Lighting (and torches)
[ ] Lighting flicker (fire)
[ ] NO TIME raytraced lighting
[ ] Fix collision
[ ] Better player spritesheet
[ ] Animation system
[x] Lighting (and torches)
[x] Lighting flicker (fire)
[d] Raytraced lighting
[d] Fix collision
[x] Better player spritesheet
[x] Animation system
[ ] Enemies / AI
[ ] Dungeon fixed entity spawning
[ ] Enemy AI

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@@ -22,7 +22,7 @@ class Camera
Entity* _Track = nullptr;
olc::vi2d _DesiredCoords;
float _SmoothSpeed = 0.025f;
float _SmoothSpeed = 0.015f;
};

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@@ -7,6 +7,10 @@
bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, CollisionInfo* info, olc::PixelGameEngine* engine)
{
static bool ShowCollisionDebug = false;
if (engine->GetKey(olc::P).bPressed)
ShowCollisionDebug = !ShowCollisionDebug;
if (!entity->HitBox) return false;
static Logger& _Logger = Logger::getInstance();
@@ -16,19 +20,21 @@ bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, Col
float entityX = static_cast<float>(entity->Coords.x - entity->TrackingCamera->Coords.x);
float entityY = static_cast<float>(entity->Coords.y - entity->TrackingCamera->Coords.y);
float entityW = static_cast<float>(tileSize / 3.0f) * 2.0f;
float entityH = static_cast<float>(tileSize / 3.0f) * 2.0f;
float entityW = static_cast<float>(entity->HitBox->w);
float entityH = static_cast<float>(entity->HitBox->h);
int entityLeft = static_cast<int>(entityX);
int entityRight = static_cast<int>(entityX + entityW);
int entityTop = static_cast<int>(entityY);
int entityBottom = static_cast<int>(entityY + entityH);
//engine->DrawRect({(entity->HitBox->x + (int)entity->Coords.x) - (int)entity->TrackingCamera->Coords.x, (entity->HitBox->y + (int)entity->Coords.y) - (int)entity->TrackingCamera->Coords.y}, {entity->HitBox->w, entity->HitBox->h}, olc::RED);
if (ShowDebug)
engine->DrawRect(entityX, entityY, entityW, entityH, olc::RED);
for (auto tile : nearby)
{
//engine->DrawRect({ static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y)) }, {tileSize, tileSize}, olc::BLUE);
if (ShowDebug)
engine->DrawRect({ static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y)) }, {tileSize, tileSize}, olc::BLUE);
// return if not collidable
if (!tile->IsSolid) continue;
@@ -45,7 +51,8 @@ bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, Col
bool collision = xOverlaps && yOverlaps;
//engine->FillRect({static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y))}, {tileSize, tileSize}, collision ? olc::RED : olc::BLUE);
if (ShowDebug)
engine->FillRect({static_cast<int>(static_cast<float>((tile->Coords.x * tileSize) - entity->TrackingCamera->Coords.x)), static_cast<int>(static_cast<float>((tile->Coords.y * tileSize) - entity->TrackingCamera->Coords.y))}, {tileSize, tileSize}, collision ? olc::RED : olc::BLUE);
if (!collision) continue;
@@ -59,6 +66,5 @@ bool EntityCollide(Entity* entity, std::vector<Tile*>& nearby, int tileSize, Col
}
return false;
}

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@@ -3,14 +3,73 @@
#include <algorithm>
#include <sstream>
#include "olcPixelGameEngine.hpp"
#include "olcPGEX_AnimatedSprite.hpp"
#include "Collisions.hpp"
#include "Things.hpp"
#include "Camera.hpp"
#include "Logger.hpp"
void PerlinNoise1D(int nCount, float *fSeed, int nOctaves, float fBias, float *fOutput)
{
// Used 1D Perlin Noise
for (int x = 0; x < nCount; x++)
{
float fNoise = 0.0f;
float fScaleAcc = 0.0f;
float fScale = 1.0f / fBias;
for (int o = 0; o < nOctaves; o++)
{
int nPitch = nCount >> o;
int nSample1 = (x / nPitch) * nPitch;
int nSample2 = (nSample1 + nPitch) % nCount;
float fBlend = (float)(x - nSample1) / (float)nPitch;
float fSample = (1.0f - fBlend) * fSeed[nSample1] + fBlend * fSeed[nSample2];
fScaleAcc += fScale;
fNoise += fSample * fScale;
// fScale = fScale / fBias;
}
// Scale to seed range
fOutput[x] = fNoise / fScaleAcc;
}
}
static int perlinSize = 10000;
static float* perlinSeed;
static float* perlinOutput;
void SetupPerlin()
{
perlinSeed = (float*)malloc(sizeof(float) * perlinSize);
perlinOutput = (float*)malloc(sizeof(float) * perlinSize);
for (int i = 0; i < perlinSize; i++)
perlinSeed[i] = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
PerlinNoise1D(perlinSize, perlinSeed, 8, 2.0f, perlinOutput);
}
float GetNextPerlin()
{
static int i = 0;
i++;
if (i > perlinSize)
i = 0;
return perlinOutput[i];
}
Dungeon::Dungeon()
: _Logger(Logger::getInstance())
{
SetupPerlin();
ActiveCamera = new Camera();
ActiveCamera->Coords = { 0, 0 };
ActiveCamera->ViewPort = { 1280, 720 };
@@ -21,7 +80,45 @@ Dungeon::Dungeon()
Player->Type = EEntity::Type::Player;
// Relative to player TL corner
// not really used ? lol
Player->HitBox = new Collider{ 0, 0, static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f), static_cast<int>((static_cast<float>(TileSize) / 3.0f) * 2.0f) } ;
Player->HitBox = new Collider{ 0, 0, 28, 36 } ;
Player->Renderable = new olc::Renderable();
Player->Renderable->Load("res/player.png");
Player->Animator = new olc::AnimatedSprite();
Player->Animator->mode = olc::AnimatedSprite::SPRITE_MODE::SINGLE;
Player->Animator->type = olc::AnimatedSprite::SPRITE_TYPE::DECAL;
Player->Animator->spriteSheet = Player->Renderable;
Player->Animator->SetSpriteSize({28, 36});
Player->Animator->AddState("idle", std::vector<olc::vi2d>{
{28, 0}
});
Player->Animator->AddState("north", std::vector<olc::vi2d>{
{0, 110},
{28, 110},
{56, 110},
{84, 110}
});
Player->Animator->AddState("east", std::vector<olc::vi2d>{
{0, 36},
{28, 36},
{56, 36},
{84, 36}
});
Player->Animator->AddState("south", std::vector<olc::vi2d>{
{0, 0},
{28, 0},
{56, 0},
{84, 0}
});
Player->Animator->AddState("west", std::vector<olc::vi2d>{
{0, 72},
{28, 72},
{56, 72},
{84, 72}
});
Player->Animator->SetState("idle");
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
@@ -193,38 +290,76 @@ void Dungeon::SpawnEntity(Entity* entity)
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
olc::vf2d oldCoords = Player->Coords;
static std::string state = "idle";
static std::string lastState = "idle";
if (engine->GetKey(olc::W).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "north")
state = "north";
}
if (engine->GetKey(olc::A).bHeld)
{
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "west")
state = "west";
}
if (engine->GetKey(olc::S).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "south")
state = "south";
}
if (engine->GetKey(olc::D).bHeld)
{
Player->Coords.x += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "east")
state = "east";
}
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "west")
state = "west";
}
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "east")
state = "east";
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "east")
state = "east";
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "west")
state = "west";
}
if (oldCoords == Player->Coords)
state = "idle";
if (state != lastState)
Player->Animator->SetState(state);
lastState = state;
// Map collisions
olc::vi2d currentTile = { static_cast<int>(Player->Coords.x / TileSize), static_cast<int>(Player->Coords.y / TileSize) };
@@ -304,7 +439,7 @@ olc::Pixel pixelMultiply(const int x, const int y, const olc::Pixel& pSource, co
return ret;
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
void Dungeon::Draw(olc::PixelGameEngine* engine, float fTime)
{
// Maps not gonna be big enough for me to care about optimistaion
// maybe i should care? i don't
@@ -312,57 +447,65 @@ void Dungeon::Draw(olc::PixelGameEngine* engine)
// Entities are always (tilesize / 3) * 2
// Dungeon Layer
engine->SetDrawTarget(4);
engine->SetDrawTarget(3);
engine->Clear({38, 36, 40});
engine->SetPixelMode(olc::Pixel::ALPHA);
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
{
// if (tile.second->Type == ETile::Type::Void) continue;
engine->DrawPartialDecal({ static_cast<float>((tile.first.x * TileSize) - ActiveCamera->Coords.x), static_cast<float>((tile.first.y * TileSize) - ActiveCamera->Coords.y) },
{ static_cast<float>(TileSize), static_cast<float>(TileSize) }, TileSet->Decal(), TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 });
}
// engine->SetPixelMode(olc::Pixel::NORMAL);
// Entity Layer
engine->SetDrawTarget(3);
engine->SetDrawTarget(2);
engine->Clear(olc::BLANK);
// Draw character
engine->DrawPartialDecal({ static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x), static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) },
{ (static_cast<float>(TileSize) / 3.0f) * 2.0f, (static_cast<float>(TileSize) / 3.0f) * 2.0f }, TileSet->Decal(), { 143, 130 }, { 16, 16 });
Player->Animator->Draw(fTime, {Player->Coords.x - ActiveCamera->Coords.x, Player->Coords.y - ActiveCamera->Coords.y});
// Lighting layers
engine->SetDrawTarget(2);
engine->SetDrawTarget(1);
engine->Clear(olc::BLANK);
static std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> fPixelMultiply = pixelMultiply;
float lightX = static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x) - (FireOverlay->Sprite()->width / 2.0f);
float lightY = static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) - (FireOverlay->Sprite()->height / 2.0f);
// loads to make it more chaotic
float lightScale = 1.4f + GetNextPerlin(); GetNextPerlin(); GetNextPerlin(); GetNextPerlin(); GetNextPerlin();
float lightLeft = lightX;
float lightRight = lightX + FireOverlay->Sprite()->width;
float lightTop = lightY;
float lightBottom = lightY + FireOverlay->Sprite()->height;
float lightX = static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x) - ((FireOverlay->Sprite()->width * lightScale) / 2.0f);
float lightY = static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) - ((FireOverlay->Sprite()->height * lightScale) / 2.0f);
float lightLeft = lightX + 1.0f;
float lightRight = lightX + FireOverlay->Sprite()->width * lightScale - 1.0f;
float lightTop = lightY + 1.0f;
float lightBottom = lightY + FireOverlay->Sprite()->height * lightScale - 1.0f;
// orange tint
engine->FillRectDecal({0.0f, 0.0f}, {static_cast<float>(engine->ScreenWidth()), static_cast<float>(engine->ScreenHeight())}, olc::Pixel(255, 123, 0, 30));
engine->SetPixelMode(fPixelMultiply);
engine->DrawDecal({ lightX, lightY }, FireOverlay->Decal());
engine->SetDrawTarget(1);
engine->Clear(olc::BLANK);
// top
engine->FillRect({0, static_cast<int>(lightTop)}, {engine->ScreenWidth(), engine->ScreenHeight()}, olc::BLACK);
engine->DrawDecal({ lightX, lightY }, FireOverlay->Decal(), {lightScale, lightScale}, olc::RED);
engine->SetPixelMode(olc::Pixel::ALPHA);
// top
engine->FillRectDecal({0.0f, 0.0f}, {static_cast<float>(engine->ScreenWidth()), lightTop}, olc::BLACK);
// right
engine->FillRectDecal({lightRight, 0.0f}, {static_cast<float>(engine->ScreenWidth()) - lightRight, static_cast<float>(engine->ScreenHeight())}, olc::BLACK);
// bottom
engine->FillRectDecal({0.0f, lightBottom}, {static_cast<float>(engine->ScreenWidth()), static_cast<float>(engine->ScreenHeight()) - lightBottom}, olc::BLACK);
// left
engine->FillRectDecal({0.0f, 0.0f}, {lightLeft, static_cast<float>(engine->ScreenHeight())}, olc::BLACK);
}
Dungeon::~Dungeon()
{
delete Player->HitBox;
delete Player->Renderable;
delete Player->Animator;
delete Player;
delete ActiveCamera;
delete TileSetDictionary;
delete TileSet;
@@ -372,4 +515,7 @@ Dungeon::~Dungeon()
delete entity.second;
for (std::pair<olc::vi2d, FixedItem*> entity : FixedItems)
delete entity.second;
free(perlinSeed);
free(perlinOutput);
}

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@@ -26,9 +26,9 @@ class Dungeon
void Input(olc::PixelGameEngine* engine, float fTime);
void Update(olc::PixelGameEngine* engine, float fTime);
void Draw(olc::PixelGameEngine* engine);
void Draw(olc::PixelGameEngine* engine, float fTime);
Playable* Player;
Playable* Player;
Camera* ActiveCamera;
int TileSize = 64;
@@ -41,7 +41,6 @@ class Dungeon
TileDictionary* TileSetDictionary;
olc::Renderable* TileSet;
olc::Renderable* FireOverlay;
~Dungeon();

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@@ -154,6 +154,7 @@
<ClInclude Include="Collisions.hpp" />
<ClInclude Include="Dungeon.hpp" />
<ClInclude Include="Logger.hpp" />
<ClInclude Include="olcPGEX_AnimatedSprite.hpp" />
<ClInclude Include="olcPixelGameEngine.hpp" />
<ClInclude Include="Things.hpp" />
<ClInclude Include="UI.hpp" />

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@@ -59,5 +59,8 @@
<ClInclude Include="UI.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="olcPGEX_AnimatedSprite.hpp">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@@ -5,6 +5,7 @@
#include <array>
#include "olcPixelGameEngine.hpp"
#include "olcPGEX_AnimatedSprite.hpp"
class Camera;
@@ -101,9 +102,10 @@ class Entity
olc::vf2d Coords;
EEntity::Type Type;
Collider* HitBox;
// Does not own
Camera* TrackingCamera;
olc::vf2d SpriteTextureMask;
olc::Renderable* SpriteMap;
olc::Renderable* Renderable;
olc::AnimatedSprite* Animator;
};
class Item : public Entity
@@ -122,7 +124,7 @@ class FixedItem : public Entity
class Playable : public Entity
{
public:
float Speed = 10.0f;
float Speed = 4.0f;
int SelectedInventoryItem = 0;
std::array<Item*, 6> Inventory;
};

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@@ -2,6 +2,8 @@
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.hpp"
#define OLC_PGEX_ANIMSPR
#include "olcPGEX_AnimatedSprite.hpp"
#include "Dungeon.hpp"
@@ -60,7 +62,7 @@ class Game : public olc::PixelGameEngine
_Dungeon->Update(this, fTime);
_Dungeon->Draw(this);
_Dungeon->Draw(this, fTime);
for (int i = 0; i < 5; i++)
EnableLayer(i, true);

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@@ -0,0 +1,354 @@
/*
olcPGEX_AnimatedSprite.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| AnimatedSprites - v2.0.0 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is an extension to the olcPixelGameEngine, which provides
the ability to easily animate sprites with either a single
spritesheets or individual image files for each frame.
Use of this extension requires the olcPGEX_Graphics2D extension.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
Homepage: https://matthewhayward.co.uk
Author
~~~~~~
Matt Hayward aka SaladinAkara
Contributors
~~~~~~~~~~~~
0xnicholasc - https://github.com/0xnicholasc
Moros1138 - https://github.com/Moros1138
*/
#ifndef OLC_PGEX_ANIMATEDSPRITE
#define OLC_PGEX_ANIMATEDSPRITE
namespace olc
{
class AnimatedSprite : public olc::PGEX
{
public:
enum class SPRITE_MODE {
MULTI,
SINGLE
};
enum class SPRITE_TYPE {
SPRITE,
DECAL
};
enum class PLAY_MODE {
LOOP,
PING_PONG
};
public:
// Set current state of sprite
void SetState(std::string newState);
// Get current sprite state
std::string GetState();
// Draw sprite
void Draw(float fElapsedTime, olc::vf2d position, uint8_t flip = olc::Sprite::Flip::NONE, olc::Pixel tint = olc::WHITE);
// Add state for sprite in SPRITE_MODE::MULTI with a specified frameDuration and playMode
void AddState(std::string stateName, float frameDuration, PLAY_MODE mode, std::vector<std::string> imagePaths);
// Add state for sprite in SPRITE_MODE::SINGLE with a specified frameDuration and playMode
void AddState(std::string stateName, float frameDuration, PLAY_MODE mode, std::vector<olc::vi2d> spriteLocations);
// Add state for sprite in SPRITE_MODE::MULTI using the default frameDuration and playMode
void AddState(std::string stateName, std::vector<std::string> imagePaths);
// Add state for sprite in SPRITE_MODE::SINGLE using the default frameDuration and playMode
void AddState(std::string stateName, std::vector<olc::vi2d> spriteLocations);
// Set size of sprite
void SetSpriteSize(olc::vi2d size);
// Get size of sprite
olc::vi2d GetSpriteSize();
// Set sprite scale factor
void SetSpriteScale(float scale);
protected:
olc::Sprite* GetMultiFrame(float fElapsedTime);
olc::Decal* GetMultiRenderable(float fElapsedTime);
olc::vi2d GetSingleFrame(float fElapsedTime);
olc::vf2d GetDecalScale(uint8_t flip);
olc::vf2d GetDecalPosition(olc::vf2d position, uint8_t flip);
public:
float defaultFrameDuration = 0.1f; // Frame duration to be used if one is not specified otherwise
SPRITE_MODE mode = SPRITE_MODE::MULTI;
SPRITE_TYPE type = SPRITE_TYPE::SPRITE;
Renderable* spriteSheet;
protected:
std::string state;
std::map<std::string, std::vector<olc::Sprite*>> multiFrames;
std::map<std::string, std::vector<olc::vi2d>> singleFrames;
std::map<std::string, std::vector<Renderable*>> multiRenderables;
std::map<std::string, float> frameDurations;
std::map<std::string, PLAY_MODE> playModes;
float frameTimer = 0.0f, spriteScale = 1.0f;
int currentFrame;
olc::vi2d spriteSize;
olc::Sprite* placeholder = nullptr;
bool playForward = true;
};
}
#ifdef OLC_PGEX_ANIMSPR
#undef OLC_PGEX_ANIMSPR
namespace olc
{
olc::Sprite* AnimatedSprite::GetMultiFrame(float fElapsedTime)
{
frameTimer += fElapsedTime;
if (frameTimer >= frameDurations[state]) {
frameTimer = 0.0f;
if (playModes[state] == PLAY_MODE::PING_PONG && !playForward) {
currentFrame--;
} else {
currentFrame++;
}
if (currentFrame >= multiFrames[state].size()) {
currentFrame = playModes[state] == PLAY_MODE::LOOP
? 0
: multiFrames[state].size() - 2;
playForward = false;
} else if (currentFrame <= 0) {
playForward = true;
}
}
return multiFrames[state][currentFrame];
}
olc::Decal* AnimatedSprite::GetMultiRenderable(float fElapsedTime)
{
frameTimer += fElapsedTime;
if (frameTimer >= frameDurations[state]) {
frameTimer = 0.0f;
if (playModes[state] == PLAY_MODE::PING_PONG && !playForward) {
currentFrame--;
} else {
currentFrame++;
}
if (currentFrame >= multiRenderables[state].size()) {
currentFrame = playModes[state] == PLAY_MODE::LOOP
? 0
: multiRenderables[state].size() - 2;
playForward = false;
} else if (currentFrame <= 0) {
playForward = true;
}
}
return multiRenderables[state][currentFrame]->Decal();
}
olc::vi2d AnimatedSprite::GetSingleFrame(float fElapsedTime)
{
frameTimer += fElapsedTime;
if (frameTimer >= frameDurations[state]) {
frameTimer = 0.0f;
if (playModes[state] == PLAY_MODE::PING_PONG && !playForward) {
currentFrame--;
} else {
currentFrame++;
}
if (currentFrame >= singleFrames[state].size()) {
currentFrame = playModes[state] == PLAY_MODE::LOOP
? 0
: singleFrames[state].size() - 2;
playForward = false;
} else if (currentFrame <= 0) {
playForward = true;
}
}
return singleFrames[state][currentFrame];
}
void AnimatedSprite::SetState(std::string newState)
{
bool stateFound = false;
if (type == SPRITE_TYPE::SPRITE) {
if ((mode == SPRITE_MODE::MULTI && multiFrames.find(newState) == multiFrames.end())
|| (mode == SPRITE_MODE::SINGLE && singleFrames.find(newState) == singleFrames.end())) {
std::cout << "Error: State " << newState << " does not exist." << std::endl;
return;
}
} else if ((mode == SPRITE_MODE::MULTI && multiRenderables.find(newState) == multiRenderables.end())
|| (mode == SPRITE_MODE::SINGLE && singleFrames.find(newState) == singleFrames.end())) {
std::cout << "Error: State " << newState << " does not exist." << std::endl;
return;
}
if (newState != state) {
state = newState;
currentFrame = 0;
}
}
std::string AnimatedSprite::GetState()
{
return state;
}
void AnimatedSprite::AddState(std::string stateName, std::vector<std::string> imgPaths)
{
AnimatedSprite::AddState(stateName, defaultFrameDuration, PLAY_MODE::LOOP, imgPaths);
}
void AnimatedSprite::AddState(std::string stateName, std::vector<olc::vi2d> spriteLocations)
{
AnimatedSprite::AddState(stateName, defaultFrameDuration, PLAY_MODE::LOOP, spriteLocations);
}
void AnimatedSprite::AddState(std::string stateName, float frameDuration, PLAY_MODE mode, std::vector<std::string> imgPaths)
{
for (std::string& path : imgPaths) {
if (type == SPRITE_TYPE::SPRITE) {
multiFrames[stateName].push_back(new olc::Sprite(path));
} else {
multiRenderables[stateName].push_back(new Renderable());
multiRenderables[stateName].back()->Load(path);
}
}
frameDurations[stateName] = frameDuration;
playModes[stateName] = mode;
}
void AnimatedSprite::AddState(std::string stateName, float frameDuration, PLAY_MODE mode, std::vector<olc::vi2d> spriteLocations)
{
for (olc::vi2d& location : spriteLocations) {
singleFrames[stateName].push_back(location);
}
frameDurations[stateName] = frameDuration;
playModes[stateName] = mode;
}
void AnimatedSprite::SetSpriteSize(olc::vi2d size)
{
spriteSize = size;
if (placeholder != nullptr) {
delete placeholder;
}
placeholder = new olc::Sprite(size.x, size.y);
}
olc::vi2d AnimatedSprite::GetSpriteSize()
{
return spriteSize;
}
void AnimatedSprite::SetSpriteScale(float scale)
{
if (scale <= 0.0f) {
spriteScale = 1.0f;
}
else {
spriteScale = scale;
}
}
void AnimatedSprite::Draw(float fElapsedTime, olc::vf2d position, uint8_t flip, olc::Pixel tint)
{
if (mode == SPRITE_MODE::MULTI) {
if (type == SPRITE_TYPE::SPRITE) {
pge->DrawSprite(position, GetMultiFrame(fElapsedTime), spriteScale, flip);
} else {
pge->DrawDecal(GetDecalPosition(position, flip), GetMultiRenderable(fElapsedTime), GetDecalScale(flip), tint);
}
}
else {
if (type == SPRITE_TYPE::SPRITE) {
pge->DrawPartialSprite(position, spriteSheet->Sprite(), GetSingleFrame(fElapsedTime), spriteSize, spriteScale, flip);
} else {
pge->DrawPartialDecal(GetDecalPosition(position, flip), spriteSheet->Decal(), GetSingleFrame(fElapsedTime), spriteSize, GetDecalScale(flip), tint);
}
}
}
olc::vf2d AnimatedSprite::GetDecalScale(uint8_t flip)
{
olc::vf2d scale = { (float)spriteScale, (float)spriteScale };
if (flip == olc::Sprite::Flip::HORIZ) {
return { -(scale.x), scale.y };
}
if (flip == olc::Sprite::Flip::VERT) {
return { scale.x, -scale.y };
}
return scale;
}
olc::vf2d AnimatedSprite::GetDecalPosition(olc::vf2d position, uint8_t flip)
{
if (flip == olc::Sprite::Flip::HORIZ) {
return { position.x + (spriteSize.x * spriteScale), position.y };
}
if (flip == olc::Sprite::Flip::VERT) {
return { position.x, position.y + (spriteSize.y * spriteScale) };
}
return position;
}
}
#endif
#endif

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