feat(animation): animation sprite loop mode implemented
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05334eb8ee
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c1a043c4a7
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@ -12,13 +12,13 @@ struct AnimationSprite {
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float start_time;
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float start_time;
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};
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};
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AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate) {
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AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode) {
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AnimationSprite* self = malloc(sizeof(AnimationSprite));
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AnimationSprite* self = malloc(sizeof(AnimationSprite));
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for AnimationSprite");
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate memory for AnimationSprite");
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*self = (AnimationSprite){
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*self = (AnimationSprite){
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.sheet = sheet,
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.sheet = sheet,
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.frame_interval = 1.0f / framerate,
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.frame_interval = 1.0f / framerate,
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.loop_mode = LoopMode_Stop,
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.loop_mode = loop_mode,
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.start_time = game_time(),
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.start_time = game_time(),
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.sprite_target = target_sprite
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.sprite_target = target_sprite
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};
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};
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@ -36,8 +36,30 @@ void animation_sprite_play_from(AnimationSprite* self, float normalized_time) {
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}
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}
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void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
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void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
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const size_t frame_count = spritesheet_get_tile_count(self->sheet);
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const float time = game_time() - self->start_time;
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const float time = game_time() - self->start_time;
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const size_t frame = time / self->frame_interval;
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size_t frame = time / self->frame_interval;
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switch(self->loop_mode) {
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case LoopMode_Hide:
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if(frame >= frame_count)
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return;
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else
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break;
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case LoopMode_Loop:
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frame %= frame_count;
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break;
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case LoopMode_PingPong:
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frame %= frame_count * 2;
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if(frame >= frame_count)
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frame = frame_count - (frame - frame_count);
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return;
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case LoopMode_Stop:
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if(frame >= frame_count)
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frame = frame_count - 1;
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}
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sprite_set_spritesheet(self->sprite_target, self->sheet);
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sprite_set_spritesheet(self->sprite_target, self->sheet);
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sprite_set_tile(self->sprite_target, frame);
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sprite_set_tile(self->sprite_target, frame);
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sprite_draw(self->sprite_target, *transform);
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sprite_draw(self->sprite_target, *transform);
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@ -13,7 +13,7 @@ typedef enum AnimationSpriteLoopMode {
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typedef struct AnimationSprite AnimationSprite;
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typedef struct AnimationSprite AnimationSprite;
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extern AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate);
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extern AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode);
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extern void animation_sprite_destroy(AnimationSprite* self);
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extern void animation_sprite_destroy(AnimationSprite* self);
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extern void animation_sprite_play_from(AnimationSprite* self, float normalized_time);
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extern void animation_sprite_play_from(AnimationSprite* self, float normalized_time);
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