frames are now tiles in sprite(/sheet) terminology

This commit is contained in:
Sara 2023-11-11 12:58:36 +01:00
parent 8f4de070a9
commit 63f985da65
4 changed files with 29 additions and 45 deletions

View file

@ -11,9 +11,7 @@ struct Sprite {
Spritesheet* spritesheet; Spritesheet* spritesheet;
// The current frame of animation. // The current frame of animation.
size_t current_frame; size_t tile_index;
// Time at the start of the current frame of animation.
float current_frame_time;
// The local transformation of this sprite. // The local transformation of this sprite.
Vector origin; Vector origin;
@ -26,9 +24,7 @@ Sprite* sprite_from_spritesheet(Spritesheet* sheet, size_t initial_frame) {
self->spritesheet = sheet; self->spritesheet = sheet;
self->origin = (Vector){0.5f, 0.5f}; self->origin = (Vector){0.5f, 0.5f};
self->current_frame = initial_frame; self->tile_index = initial_frame;
// TODO: replace with a getter for the current game time.
self->current_frame_time = 0;
return self; return self;
} }
@ -41,7 +37,7 @@ void sprite_draw(Sprite* self, Transform transform) {
// #warning "sprite drawing disabled" // #warning "sprite drawing disabled"
// return; // return;
SDL_Texture* texture = spritesheet_get_texture(self->spritesheet); SDL_Texture* texture = spritesheet_get_texture(self->spritesheet);
SDL_Rect source = spritesheet_get_frame_rect(self->spritesheet, self->current_frame); SDL_Rect source = spritesheet_get_tile_rect(self->spritesheet, self->tile_index);
Vector left_top = transform_point(&transform, vinvf(self->origin)); Vector left_top = transform_point(&transform, vinvf(self->origin));
@ -65,12 +61,12 @@ void sprite_set_origin(Sprite* self, Vector origin) {
self->origin = origin; self->origin = origin;
} }
size_t sprite_get_frame(const Sprite* self) { size_t sprite_get_tile(const Sprite* self) {
return self->current_frame; return self->tile_index;
} }
void sprite_set_frame(Sprite* self, size_t size) { void sprite_set_tile(Sprite* self, size_t frame) {
self->current_frame = size; self->tile_index = frame;
} }
Spritesheet* sprite_get_spritesheet(const Sprite* self) { Spritesheet* sprite_get_spritesheet(const Sprite* self) {
@ -79,4 +75,4 @@ Spritesheet* sprite_get_spritesheet(const Sprite* self) {
void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet) { void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet) {
self->spritesheet = spritesheet; self->spritesheet = spritesheet;
} }

View file

@ -18,8 +18,8 @@ extern void sprite_draw(Sprite* self, Transform transform);
extern Vector sprite_get_origin(Sprite* self); extern Vector sprite_get_origin(Sprite* self);
extern void sprite_set_origin(Sprite* self, Vector origin); extern void sprite_set_origin(Sprite* self, Vector origin);
extern size_t sprite_get_frame(const Sprite* self); extern size_t sprite_get_tile(const Sprite* self);
extern void sprite_set_frame(Sprite* self, size_t size); extern void sprite_set_tile(Sprite* self, size_t tile);
extern Spritesheet* sprite_get_spritesheet(const Sprite* self); extern Spritesheet* sprite_get_spritesheet(const Sprite* self);
extern void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet); extern void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet);

View file

@ -12,16 +12,12 @@ struct Spritesheet {
SDL_Texture* texture; SDL_Texture* texture;
// The resolution of the texture. // The resolution of the texture.
IVector resolution; IVector resolution;
// The number of frames in the sheet. // The number of tiles in the sheet.
size_t frame_count; size_t tile_count;
// The number of frames contained in the width of the texture. // The number of tiles contained in the width of the texture.
size_t frame_shear; size_t tile_shear;
// Rules for how to play the sheet's animation. // The resolution of a single tile of the sheet.
AnimationType animation_type; IVector tile_size;
// The resolution of a single frame of the sheet.
IVector frame_size;
// The time to wait before switching frames.
float frame_interval;
}; };
void _internal_spritesheet_destroy(Spritesheet* self) { void _internal_spritesheet_destroy(Spritesheet* self) {
@ -29,13 +25,13 @@ void _internal_spritesheet_destroy(Spritesheet* self) {
free(self); free(self);
} }
Spritesheet* spritesheet_load(const char* texture_name, IVector frame_resolution) { Spritesheet* spritesheet_load(const char* texture_name, IVector tile_size) {
SDL_Texture* texture = IMG_LoadTexture(g_renderer, texture_name); SDL_Texture* texture = IMG_LoadTexture(g_renderer, texture_name);
ASSERT_RETURN(texture != NULL, NULL, "Failed to load texture from file %s.", texture_name); ASSERT_RETURN(texture != NULL, NULL, "Failed to load texture from file %s.", texture_name);
return spritesheet_from_texture(texture, frame_resolution); return spritesheet_from_texture(texture, tile_size);
} }
Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector frame_resolution) { Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector tile_size) {
Spritesheet* self = malloc(sizeof(Spritesheet)); Spritesheet* self = malloc(sizeof(Spritesheet));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate spritesheet."); ASSERT_RETURN(self != NULL, NULL, "Failed to allocate spritesheet.");
@ -46,11 +42,9 @@ Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector frame_resolu
self->texture = texture; self->texture = texture;
SDL_QueryTexture(self->texture, NULL, NULL, &self->resolution.x, &self->resolution.y); SDL_QueryTexture(self->texture, NULL, NULL, &self->resolution.x, &self->resolution.y);
self->animation_type = ANIMTYPE_ONCE; self->tile_size = tile_size;
self->frame_size = frame_resolution; self->tile_shear = self->resolution.x / self->tile_size.x;
self->frame_shear = self->resolution.x / self->frame_size.x; self->tile_count = self->resolution.x / self->tile_size.x + self->resolution.y / self->tile_size.y;
self->frame_count = self->resolution.x / self->frame_size.x + self->resolution.y / self->frame_size.y;
self->frame_interval = 0.016f;
return self; return self;
} }
@ -63,13 +57,13 @@ SDL_Texture* spritesheet_get_texture(const Spritesheet* self) {
return self->texture; return self->texture;
} }
SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index) { SDL_Rect spritesheet_get_tile_rect(const Spritesheet* self, size_t index) {
IVector tile_coord = {index % self->frame_shear, index / self->frame_shear}; IVector tile_coord = {index % self->tile_shear, index / self->tile_shear};
tile_coord = vmuli(tile_coord, self->frame_size); tile_coord = vmuli(tile_coord, self->tile_size);
return (SDL_Rect) { return (SDL_Rect) {
tile_coord.x, tile_coord.y, tile_coord.x, tile_coord.y,
self->frame_size.x, self->frame_size.y self->tile_size.x, self->tile_size.y
}; };
} }

View file

@ -5,20 +5,14 @@
#include "vmath.h" #include "vmath.h"
#include <SDL2/SDL_render.h> #include <SDL2/SDL_render.h>
typedef enum AnimationType AnimationType;
enum AnimationType {
ANIMTYPE_ONCE,
ANIMTYPE_LOOP,
};
typedef struct Spritesheet Spritesheet; typedef struct Spritesheet Spritesheet;
extern Spritesheet* spritesheet_load(const char* texture_name, IVector frame_resolution); extern Spritesheet* spritesheet_load(const char* texture_name, IVector tile_size);
extern Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector frame_resolution); extern Spritesheet* spritesheet_from_texture(SDL_Texture* texture, IVector tile_size);
extern void spritesheet_destroy(Spritesheet* self); extern void spritesheet_destroy(Spritesheet* self);
extern SDL_Texture* spritesheet_get_texture(const Spritesheet* self); extern SDL_Texture* spritesheet_get_texture(const Spritesheet* self);
extern SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index); extern SDL_Rect spritesheet_get_tile_rect(const Spritesheet* self, size_t index);
extern IVector spritesheet_get_resolution(const Spritesheet* self); extern IVector spritesheet_get_resolution(const Spritesheet* self);
extern asset_id spritesheet_get_asset_id(Spritesheet* self); extern asset_id spritesheet_get_asset_id(Spritesheet* self);