added sprite and spritesheet

This commit is contained in:
Sara 2023-09-24 23:40:14 +02:00
parent 76c97a51c0
commit 9180c6d06f
4 changed files with 177 additions and 0 deletions

59
src/sprite.c Normal file
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#include "sprite.h"
#include "camera.h"
#include "render.h"
#include "spritesheet.h"
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_render.h>
struct Sprite {
// The animation sheet to sample sprites from.
Spritesheet* sheet;
// The current frame of animation.
size_t current_frame;
// Time at the start of the current frame of animation.
float current_frame_time;
// The local transformation of this sprite.
Transform transform;
Vector origin;
};
Sprite* sprite_from_spritesheet(Spritesheet* sheet) {
Sprite* self = malloc(sizeof(Sprite));
self->sheet = sheet;
self->transform = IdentityTransform;
self->origin = (Vector){0.5f, 1.0f};
self->current_frame = 0;
// TODO: replace with a getter for the current game time.
self->current_frame_time = 0;
return self;
}
void sprite_destroy(Sprite* self) {
free(self);
}
void sprite_draw(Sprite* self, Transform transform) {
SDL_Texture* texture = spritesheet_get_texture(self->sheet);
SDL_Rect source = spritesheet_get_frame_rect(self->sheet, self->current_frame);
transform = transform_apply(transform, self->transform);
Vector left_top = vinvf(transform_point(&transform, self->origin));
printf("lt: %f %f\n", left_top.x, left_top.y);
printf("or: %f %f\n", self->origin.x, self->origin.y);
SDL_FRect destination = (SDL_FRect) {
left_top.x, left_top.y,
transform.scale.x, transform.scale.y
};
destination = camera_world_to_screen_space(&g_camera, &destination);
Vector origin = vmulf(self->origin, vmulff(transform.scale, 0.5f));
self->transform.rotation += 0.01f;
SDL_RenderCopyExF(g_renderer, texture, &source, &destination,
transform.rotation * 57.2958, &origin, SDL_FLIP_NONE);
}

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src/sprite.h Normal file
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#ifndef _fencer_sprite_h
#define _fencer_sprite_h
#include "vmath.h"
#include "transform.h"
#include "spritesheet.h"
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_rect.h>
// Forward declaration of the private sprite struct
typedef struct Sprite Sprite;
extern Sprite* sprite_from_spritesheet(Spritesheet* sheet);
extern void sprite_destroy(Sprite* sprite);
extern void sprite_draw(Sprite* self, Transform transform);
extern void sprite_set_position(Sprite* self, Vector position);
extern void sprite_translate(Sprite* self, Vector delta_position);
extern void sprite_set_scale(Sprite* self, Vector scale);
extern void sprite_scale(Sprite* self, Vector scale);
extern void sprite_set_rotation(Sprite* self, float rotation);
extern void sprite_rotate(Sprite* self, float delta_rotation);
extern void sprite_set_origin(Sprite* self, Vector origin);
#endif // !_fencer_sprite_h

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src/spritesheet.c Normal file
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#include "spritesheet.h"
#include "assets.h"
#include "render.h"
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_image.h>
struct Spritesheet {
// The texture to sample.
SDL_Texture* texture;
// The resolution of the texture.
IVector resolution;
// The number of frames in the sheet.
size_t frame_count;
// The number of frames contained in the width of the texture.
size_t frame_shear;
// Rules for how to play the sheet's animation.
AnimationType animation_type;
// The resolution of a single frame of the sheet.
IVector frame_size;
// The time to wait before switching frames.
float frame_interval;
};
static
void _spritesheet_destroy_asset(void* self_void) {
Spritesheet* self = self_void;
SDL_DestroyTexture(self->texture);
free(self_void);
}
Spritesheet* spritesheet_from_texture(const char* texture_name, IVector frame_resolution) {
Spritesheet* self = malloc(sizeof(Spritesheet));
if(self == NULL) {
return NULL;
}
store_asset(self, _spritesheet_destroy_asset);
// Load the texture image and query it's size
self->texture = IMG_LoadTexture(g_renderer, texture_name);
SDL_QueryTexture(self->texture, NULL, NULL, &self->resolution.x, &self->resolution.y);
self->animation_type = ANIMTYPE_ONCE;
self->frame_size = frame_resolution;
self->frame_shear = self->resolution.x / self->frame_size.x;
self->frame_count = self->resolution.x / self->frame_size.x + self->resolution.y / self->frame_size.y;
self->frame_interval = 0.016f;
return self;
}
void spritesheet_destroy(Spritesheet* self) {
asset_id id = get_asset_id(self);
if(id != 0) {
free_asset(id);
}
}
SDL_Texture* spritesheet_get_texture(const Spritesheet* self) {
return self->texture;
}
SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index) {
IVector tile_coord = {index % self->frame_shear, index / self->frame_shear};
tile_coord = vmuli(tile_coord, self->frame_size);
return (SDL_Rect) {
tile_coord.x, tile_coord.y,
self->frame_size.x, self->frame_size.y
};
}

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#ifndef _fencer_spritesheet_h
#define _fencer_spritesheet_h
#include "vmath.h"
#include <SDL2/SDL_render.h>
typedef enum AnimationType AnimationType;
enum AnimationType {
ANIMTYPE_ONCE,
ANIMTYPE_LOOP,
};
typedef struct Spritesheet Spritesheet;
extern Spritesheet* spritesheet_from_texture(const char* texture_name, IVector frame_resolution);
extern void spritesheet_destroy(Spritesheet* self);
extern SDL_Texture* spritesheet_get_texture(const Spritesheet* self);
extern SDL_Rect spritesheet_get_frame_rect(const Spritesheet* self, size_t index);
#endif // !_fencer_spritesheet_h