feat(animation): added AnimationSprite to manage an animated sprite

This commit is contained in:
Sara 2023-11-22 20:58:06 +01:00
parent 1ffbd74a08
commit 3e0490d5bf
2 changed files with 83 additions and 0 deletions

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#include "animation_sprite.h"
#include "debug.h"
#include "program.h"
struct AnimationSprite {
Spritesheet* sheet;
Sprite* sprite;
AnimationSpriteLoopMode loop_mode;
float frame_interval;
float start_time;
};
AnimationSprite* animation_sprite_new(Spritesheet* sheet, float framerate) {
AnimationSprite* self = malloc(sizeof(AnimationSprite));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for AnimationSprite");
*self = (AnimationSprite){
.sheet = sheet,
.frame_interval = 1.0f / framerate,
.loop_mode = LoopMode_Loop,
.start_time = game_time(),
.sprite = sprite_from_spritesheet(sheet, 0)
};
}
void animation_sprite_destroy(AnimationSprite* self) {
sprite_destroy(self->sprite);
spritesheet_destroy(self->sheet);
free(self);
}
void animation_sprite_play_from(AnimationSprite* self, float normalized_time) {
self->start_time = game_time() - normalized_time * animation_sprite_get_length(self);
}
void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
const float time = game_time() - self->start_time;
const size_t frame = time / self->frame_interval;
sprite_set_spritesheet(self->sprite, self->sheet);
sprite_set_tile(self->sprite, frame);
sprite_draw(self->sprite, *transform);
}
float animation_sprite_get_length(AnimationSprite* self) {
return (float)spritesheet_get_tile_count(self->sheet) * self->frame_interval;
}
void animation_sprite_set_framerate(AnimationSprite* self, float framerate) {
self->frame_interval = 1.0f / framerate;
}
float animation_sprite_get_framerate(AnimationSprite* self) {
return 1.0f / self->frame_interval;
}

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#ifndef _fencer_animation_sprite_h
#define _fencer_animation_sprite_h
#include "sprite.h"
#include "spritesheet.h"
typedef enum AnimationSpriteLoopMode {
LoopMode_Stop,
LoopMode_Hide,
LoopMode_Loop,
LoopMode_PingPong,
} AnimationSpriteLoopMode;
typedef struct AnimationSprite AnimationSprite;
extern AnimationSprite* animation_sprite_new(Spritesheet* sheet, float framerate);
extern void animation_sprite_destroy(AnimationSprite* self);
extern void animation_sprite_play_from(AnimationSprite* self, float normalized_time);
extern void animation_sprite_draw(AnimationSprite* self, Transform* transform);
extern float animation_sprite_get_length(AnimationSprite* self);
extern void animation_sprite_set_framerate(AnimationSprite* self, float framerate);
extern float animation_sprite_get_framerate(const AnimationSprite* self);
#endif // !_fencer_animation_sprite_h