Sprite class coming along, spritemap rendering almost working as intended, just gotta clean up and deallocate variables properly now

This commit is contained in:
Ben
2018-10-02 16:36:03 +01:00
parent a95c631386
commit 89e0180174
7 changed files with 72 additions and 57 deletions

View File

@@ -4,7 +4,8 @@ Entity::Entity(std::string name, SDL_Renderer* SDLRenderer)
: m_rectPos(0, 0),
m_rectSize(0, 0),
m_col(0, 0, 0, 0),
Pos(0, 0) {
Pos(0, 0),
Size(0, 0) {
this->m_name = name;
this->m_SDLRenderer = SDLRenderer;
@@ -15,7 +16,8 @@ Entity::Entity(std::string name, SDL_Renderer* SDLRenderer, PolyDrawType drawTyp
: m_rectPos(0, 0),
m_rectSize(0, 0),
m_col(0, 0, 0, 0),
Pos(0, 0) {
Pos(0, 0),
Size(0, 0) {
this->m_name = name;
this->m_SDLRenderer = SDLRenderer;
@@ -39,6 +41,9 @@ bool Entity::LoadTexture(std::string path) {
this->m_textureW = loadedSurface->w;
this->m_textureH = loadedSurface->h;
this->Size.x = loadedSurface->w;
this->Size.y = loadedSurface->h;
SDL_FreeSurface(loadedSurface);
return true;
}
@@ -56,7 +61,7 @@ bool Entity::LoadTexture(SDL_Surface* image) {
void Entity::SetDrawColour(Vec4 col) {
this->m_col = col;
// SDL_SetRenderDrawColor(m_SDLRenderer, col.x, col.y, col.z, col.w);
SDL_SetRenderDrawColor(m_SDLRenderer, col.x, col.y, col.z, col.w);
}
void Entity::SetRect(Vec2 pos, Vec2 size) {
@@ -75,7 +80,7 @@ void Entity::AddVecPoint(Vec4 point) {
void Entity::Render() {
if (Rendertype == RenderType::MODE_TEXTURE) {
SDL_Rect renderQuad = { Pos.x, Pos.y, m_textureW, m_textureH };
SDL_Rect renderQuad = { Pos.x, Pos.y, Size.x, Size.y };
SDL_RenderCopy(m_SDLRenderer, m_texture, NULL, &renderQuad);
}

View File

@@ -41,12 +41,12 @@ public:
void Render();
Vec2 Pos;
Vec2 Size;
virtual ~Entity();
protected:
//std::string PATH = "C:/Users/Ben/Desktop/crumpet-engine";
std::string PATH = "E:/Games/crumpet-engine";
std::string PATH = "C:/Users/Ben/Desktop/crumpet-engine";
//std::string PATH = "E:/Games/crumpet-engine";
private:
std::string m_name;

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@@ -2,66 +2,38 @@
#undef main
#define SCREEN_WIDTH 1920 // 800
#define SCREEN_HEIGHT 1080 // 600
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
int main(int argc, char** argv) {
Game game("Crumpet engine", SCREEN_WIDTH, SCREEN_HEIGHT, 1, 1000 / 60);
Timer timer;
Entity mario("mario", game.SDLRenderer);
mario.LoadTexture("/resources/charicter.png");
Sprite sans("sans", game.SDLRenderer, SpriteType::SPRITE_ANIMATED);
sans.LoadSpriteTextures("/resources/sans-undertale-spritesheet.png");
// sans.UseSpriteSheet
int ground = 300;
bool isOnGround = false;
float vY = 0;
float g = 9.81;
sans.UseSpriteSheet(SpriteState::STATE_RIGHT, 10, 10, 200, 200, 50, 4);
sans.Spritestate = SpriteState::STATE_RIGHT;
while (!game.IsDisplayClosed()) {
// game.PollEvents();
if (timer.GetTimeElapsed() >= game.TargetMsPerUpdate) { // Constant update rate, despite framerate
// game logic
std::cout << "Is Mario on ground: ";
std::cout << isOnGround << std::endl;
std::cout << "Mario's velocity: ";
std::cout << vY << std::endl;
if (!isOnGround) {
vY += g;
mario.Pos.y += vY;
if (mario.Pos.y >= ground) {
isOnGround = true;
mario.Pos.y = ground;
}
}
const Uint8 *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_A]) mario.Pos.x -= 10;
if (state[SDL_SCANCODE_D]) mario.Pos.x += 10;
// if (state[SDL_SCANCODE_A]) mario.Pos.x -= 10;
while (SDL_PollEvent(&game.m_event) != 0) {
if (game.m_event.type == SDL_QUIT)
game.CloseDisplay();
if (game.m_event.key.keysym.sym == SDLK_SPACE) {
if (isOnGround) {
isOnGround = false;
vY = -100;
}
}
};
sans.AnimateSprite();
timer.Tick();
}
game.RenderClear();
game.RenderEntity(&dave);
game.RenderEntity(&mario);
game.RenderSprite(&sans);
game.RenderUpdate();
}

View File

@@ -22,6 +22,15 @@ void Renderer::RenderEntity(Entity* entity) {
entity->Render();
}
void Renderer::RenderSprite(Sprite* sprite, SpriteState state) {
sprite->Spritestate = state;
sprite->Render();
}
void Renderer::RenderSprite(Sprite* sprite) {
sprite->Render();
}
void Renderer::RenderUpdate() {
SDL_SetRenderDrawColor(SDLRenderer, 66, 134, 244, 255);
SDL_RenderPresent(SDLRenderer);

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@@ -4,14 +4,20 @@
#include <string>
#include <SDL.h>
#include "entity.h"
#include "sprite.h"
class Renderer {
public:
Renderer(std::string title, int width, int height, int targetFramerate);
SDL_Renderer *SDLRenderer;
void RenderEntity(Entity* entity);
void TickSpriteAnimation(Sprite* sprite);
void RenderSprite(Sprite* sprite, SpriteState state);
void RenderSprite(Sprite* sprite);
void RenderUpdate();
void RenderClear();

View File

@@ -2,7 +2,8 @@
Sprite::Sprite(std::string name, SDL_Renderer* SDLRenderer, SpriteType mode)
: Entity(name, SDLRenderer),
Pos(0, 0) {
Pos(0, 0),
Size(0, 0) {
this->m_SDLRenderer = SDLRenderer;
this->Spritetype = mode;
@@ -23,13 +24,34 @@ bool Sprite::LoadSpriteTextures(std::string path) {
}
void Sprite::UseSpriteSheet(SpriteState state, int startX, int startY, int width, int height, int seperation, int frames) {
for (auto i = 1; i <= frames; i++) {
m_spriteMaps[state].push_back(SpriteClip(startX, startY, &SDL_Rect()));
for (int i = 1; i <= frames; i++) {
int x = startX * (i + seperation);
SDL_Rect temp1 = { x, startY, width, height };
SDL_Rect* temp = new SDL_Rect(temp1);
m_spriteMaps[state][i] = temp;
//temp = { NULL, NULL, NULL, NULL };
}
Vec2 temp1(width, height);
Vec2* temp = new Vec2(temp1);
m_spriteSize[state] = temp;
}
void Sprite::AnimateSprite() {
if (m_lastSpritestate == Spritestate) {
m_currentFrame++;
} else {
m_lastSpritestate = Spritestate;
m_currentFrame = 0;
}
if (m_currentFrame >= m_spriteMaps[Spritestate].size()) m_currentFrame = 0;
}
void Sprite::Render() {
SDL_Rect* currentFrameClip = m_spriteMaps[Spritestate][m_currentFrame];
Vec2* currentRenderSize = m_spriteSize[Spritestate];
SDL_Rect currentFrameDest = { Pos.x, Pos.y, currentRenderSize->x, currentRenderSize->y};
SDL_RenderCopy(m_SDLRenderer, m_spriteSheetTexture, currentFrameClip, &currentFrameDest);
}
Sprite::~Sprite() {

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@@ -27,6 +27,11 @@ enum struct SpriteState {
STATE_JUMP,
STATE_CROUCH,
STATE_ATTACKING,
STATE_MISC1,
STATE_MISC2,
STATE_MISC3,
STATE_MISC4,
STATE_MISC5
};
class Sprite : public Entity {
@@ -39,27 +44,23 @@ public:
bool LoadSpriteTextures(std::string path);
void UseSpriteSheet(SpriteState state, int startX, int startY, int width, int height, int seperation, int frames);
void AnimateSprite(SpriteState state);
void AnimateSprite();
void Move();
Vec2 Pos;
Vec2 Size;
void Render();
virtual ~Sprite();
private:
std::map <SpriteState, std::vector<SpriteClip>> m_spriteMaps;
std::map <SpriteState, std::map<int, SDL_Rect*>> m_spriteMaps;
std::map <SpriteState, Vec2*> m_spriteSize;
SDL_Renderer* m_SDLRenderer;
SDL_Texture* m_spriteSheetTexture;
SpriteState m_lastSpritestate = SpriteState::STATE_DEFAULT;
int m_spriteSheetW;
int m_spriteSheetH;
};
struct SpriteClip {
int x, y;
SDL_Rect* clip;
SpriteClip(int x, int y, SDL_Rect* clip)
: x(x), y(y), clip(clip) {
}
int m_currentFrame;
};