implemented animation and sprite flipping
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b91880c17c
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36
src/sprite.c
36
src/sprite.c
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@ -15,6 +15,8 @@ struct Sprite {
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// The local transformation of this sprite.
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Vector origin;
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SDL_RendererFlip flip_state;
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};
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Sprite* sprite_from_spritesheet(Spritesheet* sheet, size_t initial_frame) {
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@ -25,6 +27,7 @@ Sprite* sprite_from_spritesheet(Spritesheet* sheet, size_t initial_frame) {
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self->spritesheet = sheet;
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self->origin = (Vector){0.5f, 0.5f};
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self->tile_index = initial_frame;
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self->flip_state = SDL_FLIP_NONE;
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return self;
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}
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@ -34,22 +37,28 @@ void sprite_destroy(Sprite* self) {
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}
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void sprite_draw(Sprite* self, Transform transform) {
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// #warning "sprite drawing disabled"
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// return;
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SDL_Texture* texture = spritesheet_get_texture(self->spritesheet);
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SDL_Rect source = spritesheet_get_tile_rect(self->spritesheet, self->tile_index);
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Vector left_top = transform_point(&transform, vinvf(self->origin));
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Vector origin = self->origin;
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if(self->flip_state && SDL_FLIP_HORIZONTAL) {
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origin.x = 1.0-origin.x;
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}
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if((self->flip_state & SDL_FLIP_VERTICAL) != 0) {
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origin.y = 1.0-origin.y;
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}
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Vector left_top = transform_point(&transform, vinvf(origin));
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SDL_FRect destination = (SDL_FRect) {
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left_top.x, left_top.y,
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transform.scale.x, transform.scale.y
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};
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destination = camera_world_to_pixel_rect(&g_camera, &destination);
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Vector origin = vmulf(self->origin, transform.scale);
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origin = vmulf(origin, transform.scale);
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SDL_RenderCopyExF(g_renderer, texture, &source, &destination,
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transform.rotation * 57.2958, &origin, SDL_FLIP_NONE);
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transform.rotation * 57.2958, &origin, self->flip_state);
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SDL_SetRenderDrawColor(g_renderer, 255, 255, 255, 255);
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}
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@ -66,6 +75,7 @@ size_t sprite_get_tile(const Sprite* self) {
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}
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void sprite_set_tile(Sprite* self, size_t frame) {
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frame = frame % spritesheet_get_tile_count(self->spritesheet);
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self->tile_index = frame;
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}
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@ -76,3 +86,19 @@ Spritesheet* sprite_get_spritesheet(const Sprite* self) {
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void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet) {
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self->spritesheet = spritesheet;
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}
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void sprite_flip_horizontal(Sprite* self, int horizontal) {
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if(horizontal) {
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self->flip_state |= SDL_FLIP_HORIZONTAL;
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} else {
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self->flip_state &= ~SDL_FLIP_HORIZONTAL;
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}
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}
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void sprite_flip_vertical(Sprite* self, int vertical) {
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if(vertical) {
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self->flip_state |= SDL_FLIP_VERTICAL;
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} else {
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self->flip_state &= ~SDL_FLIP_VERTICAL;
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}
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}
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@ -24,4 +24,7 @@ extern void sprite_set_tile(Sprite* self, size_t tile);
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extern Spritesheet* sprite_get_spritesheet(const Sprite* self);
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extern void sprite_set_spritesheet(Sprite* self, Spritesheet* spritesheet);
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extern void sprite_flip_horizontal(Sprite* self, int horizontal);
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extern void sprite_flip_vertical(Sprite* self, int vertical);
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#endif // !_fencer_sprite_h
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@ -71,6 +71,10 @@ IVector spritesheet_get_resolution(const Spritesheet* self) {
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return self->resolution;
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}
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size_t spritesheet_get_tile_count(const Spritesheet* self) {
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return self->tile_count;
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}
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asset_id spritesheet_get_asset_id(Spritesheet* self) {
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return self->asset_id;
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}
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@ -14,6 +14,7 @@ extern void spritesheet_destroy(Spritesheet* self);
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extern SDL_Texture* spritesheet_get_texture(const Spritesheet* self);
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extern SDL_Rect spritesheet_get_tile_rect(const Spritesheet* self, size_t index);
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extern IVector spritesheet_get_resolution(const Spritesheet* self);
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extern size_t spritesheet_get_tile_count(const Spritesheet* self);
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extern asset_id spritesheet_get_asset_id(Spritesheet* self);
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extern void spritesheet_set_asset_id(Spritesheet* self, asset_id id);
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