feat: added animation events to animation_sprite

This commit is contained in:
Sara 2024-09-10 09:48:37 +02:00
parent a63cfdd2b0
commit f67f95fd6a
5 changed files with 102 additions and 63 deletions

View file

@ -1,47 +1,63 @@
#include "animation_sprite.h"
#include "debug.h"
#include "program.h"
#include "list.h"
struct AnimationSprite {
Spritesheet* sheet;
Sprite* sprite_target;
Spritesheet *sheet;
Sprite *sprite_target;
AnimationSpriteLoopMode loop_mode;
float frame_interval;
float start_time;
size_t event_index;
List events;
};
AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode) {
AnimationSprite* self = malloc(sizeof(AnimationSprite));
AnimationSprite *animation_sprite_new(Sprite *target_sprite, Spritesheet *sheet,
float framerate, AnimationSpriteLoopMode loop_mode,
AnimationEvent *events, size_t event_count) {
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 = loop_mode,
.start_time = game_time(),
.sprite_target = target_sprite
.sprite_target = target_sprite,
.event_index = 0,
.events = list_with_len(sizeof(AnimationEvent), event_count),
};
if(event_count > 0) {
memcpy(self->events.data, events, sizeof(AnimationEvent) * event_count);
self->events.len = event_count;
}
return self;
}
void animation_sprite_destroy(AnimationSprite* self) {
void animation_sprite_destroy(AnimationSprite *self) {
spritesheet_destroy(self->sheet);
free(self);
}
void animation_sprite_play_from(AnimationSprite* self, float normalized_time) {
void animation_sprite_reset(AnimationSprite *self) {
self->start_time = game_time();
}
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) {
void animation_sprite_draw(AnimationSprite *self, Transform *transform) {
const size_t frame_count = spritesheet_get_tile_count(self->sheet);
const float time = game_time() - self->start_time;
size_t frame = (size_t)(time / self->frame_interval);
switch(self->loop_mode) {
case LoopMode_Stop:
if(frame >= frame_count)
frame = frame_count - 1;
case LoopMode_Hide:
if(frame >= frame_count)
return;
@ -55,9 +71,6 @@ void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
if(frame >= frame_count)
frame = frame_count - (frame - frame_count);
return;
case LoopMode_Stop:
if(frame >= frame_count)
frame = frame_count - 1;
}
sprite_set_spritesheet(self->sprite_target, self->sheet);
@ -65,26 +78,37 @@ void animation_sprite_draw(AnimationSprite* self, Transform* transform) {
sprite_draw(self->sprite_target, *transform);
}
float animation_sprite_get_length(AnimationSprite* self) {
void animation_sprite_update_events(AnimationSprite *self) {
const float current_time = game_time() - self->start_time;
for(;self->event_index <= self->events.len; ++self->event_index) {
AnimationEvent *event = list_at_as(AnimationEvent, &self->events, self->event_index);
if(event->time < current_time)
return;
else
event->fn(event->target, event->arg.data);
}
}
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) {
void animation_sprite_set_framerate(AnimationSprite *self, float framerate) {
self->frame_interval = 1.0f / framerate;
}
float animation_sprite_get_framerate(const AnimationSprite* self) {
float animation_sprite_get_framerate(const AnimationSprite *self) {
return 1.0f / self->frame_interval;
}
Sprite* animation_sprite_get_sprite(AnimationSprite* self) {
Sprite *animation_sprite_get_sprite(AnimationSprite *self) {
return self->sprite_target;
}
float animation_sprite_get_time(AnimationSprite* self) {
float animation_sprite_get_time(AnimationSprite *self) {
return game_time() - self->start_time;
}
float animation_sprite_get_time_normalized(AnimationSprite* self) {
float animation_sprite_get_time_normalized(AnimationSprite *self) {
return animation_sprite_get_time(self) / animation_sprite_get_length(self);
}

View file

@ -1,6 +1,7 @@
#ifndef _fencer_animation_sprite_h
#define _fencer_animation_sprite_h
#include "drop.h"
#include "sprite.h"
#include "spritesheet.h"
@ -11,19 +12,31 @@ typedef enum AnimationSpriteLoopMode {
LoopMode_PingPong,
} AnimationSpriteLoopMode;
typedef void (*AnimationEventFn)(void *object, void *arg);
typedef struct AnimationEvent {
float time;
void *target;
Drop arg;
AnimationEventFn fn;
} AnimationEvent;
typedef struct AnimationSprite AnimationSprite;
extern AnimationSprite* animation_sprite_new(Sprite* target_sprite, Spritesheet* sheet, float framerate, AnimationSpriteLoopMode loop_mode);
extern void animation_sprite_destroy(AnimationSprite* self);
extern AnimationSprite *animation_sprite_new(Sprite *target_sprite, Spritesheet *sheet, float framerate, AnimationSpriteLoopMode loop_mode, AnimationEvent *events, size_t event_count);
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 void animation_sprite_reset(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);
extern Sprite* animation_sprite_get_sprite(AnimationSprite* self);
extern float animation_sprite_get_time(AnimationSprite* self);
extern float animation_sprite_get_time_normalized(AnimationSprite* self);
extern void animation_sprite_update_events(AnimationSprite *self);
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);
extern Sprite *animation_sprite_get_sprite(AnimationSprite *self);
extern float animation_sprite_get_time(AnimationSprite *self);
extern float animation_sprite_get_time_normalized(AnimationSprite *self);
#endif // !_fencer_animation_sprite_h

View file

@ -75,9 +75,9 @@ Enemy* MakeEnemy() {
sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
// load and configure animations
self->idleAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
self->walkAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
self->hurtAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Hurt.png", IVectorFrom(512)), 5.f, LoopMode_Stop);
self->idleAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
self->walkAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
self->hurtAnim = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Hurt.png", IVectorFrom(512)), 5.f, LoopMode_Stop, NULL, 0);
self->behaviour = state_machine_init(self, EnemyIdle());
return self;

View file

@ -93,6 +93,7 @@ Player* MakePlayer() {
.slide = NULL,
.animationStateMachine = NULL,
.boxes = malloc(sizeof(Hurtbox) * 3),
.pushInputTimer = 0.f,
.inputLog = list_from_type(PlayerInputFrame),
@ -117,15 +118,15 @@ Player* MakePlayer() {
sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
// load and configure animations
self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop);
self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop);
self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop);
self->slash = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slash.png", IVectorFrom(512)), 12.f, LoopMode_Stop);
self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop);
self->slide = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slide.png", IVectorFrom(512)), 1.f, LoopMode_Loop);
self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop, NULL, 0);
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop, NULL, 0);
self->jump = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jumping.png", IVectorFrom(512)), 1.f, LoopMode_Stop, NULL, 0);
self->jab_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_A.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
self->jab_b = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Jab_B.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
self->kick_a = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Kick_A.png", IVectorFrom(512)), 12.f, LoopMode_Stop, NULL, 0);
self->slash = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slash.png", IVectorFrom(512)), 12.f, LoopMode_Stop, NULL, 0);
self->air_heavy = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Air_Heavy.png", IVectorFrom(512)), 10.f, LoopMode_Stop, NULL, 0);
self->slide = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Slide.png", IVectorFrom(512)), 1.f, LoopMode_Loop, NULL, 0);
self->animationStateMachine = state_machine_init(self, PlayerIdle());

View file

@ -1,6 +1,7 @@
#ifndef FIGHT_PLAYER_H
#define FIGHT_PLAYER_H
#include "Hurtbox.h"
#include "dictionary.h"
#include "state_machine.h"
#include "mirror.h"
@ -56,9 +57,9 @@ typedef struct Player {
AnimationSprite* slide;
StateMachine* animationStateMachine;
Hurtbox *boxes;
AnimationSprite* currentAnimation;
float pushInputTimer;
List inputLog;
PlayerInputFrame nextInputFrame;