Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed.
This commit is contained in:
parent
46cc21ec7b
commit
364f66bffb
14 changed files with 106 additions and 62 deletions
35
animate2.cpp
35
animate2.cpp
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@ -50,6 +50,23 @@ namespace animate2 {
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sprite.setTextureRect(rect);
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}
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void Animate2::motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size) {
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dbc::check(size.x > 1.0f && size.y > 1.0f, "motion size must be above 1.0 since it's not a ratio");
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dbc::check(transform.flipped == false, "transform must be false, has no effect on View");
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sf::Vector2f scale{transform.min_x, transform.min_y};
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transform.apply(sequence, pos, scale);
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view_out.setCenter(pos);
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if(transform.scaled) {
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view_out.setSize({size.x * scale.x, size.y * scale.y});
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} else {
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view_out.setSize(size);
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}
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}
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void Animate2::apply_effect(std::shared_ptr<sf::Shader> effect) {
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dbc::check(effect != nullptr, "can't apply null effect");
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effect->setUniform("u_time", sequence.timer.getElapsedTime().asSeconds());
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@ -70,6 +87,12 @@ namespace animate2 {
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}
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}
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/* REFACTOR: I believe this is wrong still. If ::commit() determines number of ticks+alpha since last
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* render then update needs to be called 1/tick. The Timer will keep track of alpha as the error
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* between commit calls, so this function only really needs to care about ticks. But, I'm still
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* calling getElapsedTime() when I already did that in commit(), so should I just ignore that and assume
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* elapsed is DELTA, or use elapsed here?
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*/
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void Animate2::update() {
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dbc::check(playing, "attempt to update animation that's not playing");
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dbc::check(sequence.frame_count == sequence.frames.size(), "frame_count doesn't match frame.size()");
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@ -105,8 +128,8 @@ namespace animate2 {
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dbc::check(sequence.current < sequence.frame_count, "onLoop fail: current frame out of frames.size()");
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}
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void Animate2::motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale) {
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transform.lerp(sequence, pos, scale);
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void Animate2::motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale) {
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transform.apply(sequence, pos, scale);
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if(transform.flipped) {
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scale.x *= -1;
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@ -166,11 +189,11 @@ namespace animate2 {
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return {int(tick_count), alpha};
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}
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void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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void Transform::apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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// float dt = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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float tick = easing_func(seq.subframe);
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motion_func(*this, pos_out, scale_out, tick);
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motion_func(*this, pos_out, scale_out, tick, relative);
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// fmt::println("sub: {}, tick: {}, tr: {},{}; pos: {},{}; scale: {},{}",
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// seq.subframe, tick, min_y, max_y, pos_out.x, pos_out.y,
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@ -206,10 +229,6 @@ namespace animate2 {
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transform.motion_func = ease2::get_motion(transform.motion);
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}
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void Animate2::apply(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size) {
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}
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Animate2 load(const std::string &file, const std::string &anim_name) {
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using nlohmann::json;
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std::ifstream infile(file);
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@ -57,6 +57,7 @@ namespace animate2 {
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bool flipped{false};
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float ease_rate{0.5f};
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bool scaled{false};
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bool relative{false};
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// handled by onLoop
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bool toggled{false};
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@ -70,7 +71,7 @@ namespace animate2 {
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std::shared_ptr<sf::Shader> shader{nullptr};
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void lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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void apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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@ -118,10 +119,10 @@ namespace animate2 {
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bool has_form(const std::string& as_form);
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void set_form(const std::string& form);
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void apply(sf::Sprite& sprite);
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void apply(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size);
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void apply_effect(std::shared_ptr<sf::Shader> effect);
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void update();
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void motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale);
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void motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale);
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void motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f scale);
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std::pair<int, double> commit();
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};
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@ -130,6 +131,6 @@ namespace animate2 {
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ENROLL_COMPONENT(Sheet, frames, frame_width, frame_height);
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ENROLL_COMPONENT(Sequence, frames, durations);
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ENROLL_COMPONENT(Transform, min_x, min_y, max_x, max_y,
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flipped, ease_rate, scaled, toggled, looped, easing, motion);
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flipped, ease_rate, scaled, relative, toggled, looped, easing, motion);
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ENROLL_COMPONENT(Animate2, sheet, sequences, transforms, forms, sounds);
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}
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@ -252,6 +252,7 @@ namespace animation {
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void configure(DinkyECS::World& world, DinkyECS::Entity entity) {
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auto sprite = world.get_if<Sprite>(entity);
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if(sprite != nullptr && animation::has(sprite->name)) {
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world.set<Animation>(entity, animation::load(sprite->name));
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}
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@ -21,6 +21,7 @@
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"scaled": true,
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"toggled": false,
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"looped": true,
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"relative": false,
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"easing": "in_out_back",
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"motion": "move_rush"
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},
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@ -34,8 +35,9 @@
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"scaled": true,
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"toggled": false,
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"looped": false,
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"relative": true,
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"easing": "normal_dist",
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"motion": "move_shake"
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"motion": "move_slide"
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},
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"breathe": {
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"min_x": 0,
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@ -47,6 +49,7 @@
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"scaled": false,
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"toggled": false,
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"looped": true,
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"relative": true,
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"easing": "sine",
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"motion": "move_bounce"
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}
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@ -84,6 +87,7 @@
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"scaled": false,
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"toggled": false,
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"looped": true,
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"relative": true,
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"easing": "none",
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"motion": "move_none"
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}
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@ -119,6 +123,7 @@
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"scaled": true,
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"toggled": false,
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"looped": true,
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"relative": false,
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"easing": "sine",
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"motion": "move_none"
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}
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@ -22,8 +22,9 @@
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"ease_rate": 5.0,
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"scaled": false,
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"toggled": false,
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"looped": false,
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"looped": true,
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"easing": "linear",
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"relative": false,
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"motion": "move_slide"
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},
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"shake": {
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@ -35,7 +36,8 @@
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"ease_rate": 5.0,
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"scaled": false,
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"toggled": false,
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"looped": false,
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"looped": true,
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"relative": true,
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"easing": "normal_dist",
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"motion": "move_shake"
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},
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@ -48,8 +50,9 @@
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"ease_rate": 3.0,
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"scaled": false,
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"toggled": false,
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"looped": false,
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"looped": true,
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"easing": "sine",
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"relative": true,
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"motion": "move_rush"
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},
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"bounce": {
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@ -61,7 +64,8 @@
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"ease_rate": 3.0,
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"scaled": false,
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"toggled": false,
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"looped": false,
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"looped": true,
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"relative": true,
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"easing": "in_out_back",
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"motion": "move_bounce"
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}
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22
camera.cpp
22
camera.cpp
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@ -1,5 +1,4 @@
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#include "camera.hpp"
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#include <fmt/core.h>
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#include <unordered_map>
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#include "components.hpp"
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#include "config.hpp"
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@ -72,13 +71,12 @@ namespace cinematic {
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going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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// BUG: annoying special case
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//if(anim.motion == ease::SLIDE) {
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// anim.min_x = aimed_at.x;
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// anim.min_y = aimed_at.y;
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// anim.max_x = going_to.x;
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// anim.max_y = going_to.y;
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//}
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if(!anim.transform.relative) {
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anim.transform.min_x = aimed_at.x;
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anim.transform.min_y = aimed_at.y;
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anim.transform.max_x = going_to.x;
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anim.transform.max_y = going_to.y;
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}
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}
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void Camera::reset(sf::RenderTexture& target) {
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@ -94,11 +92,17 @@ namespace cinematic {
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void Camera::render(sf::RenderTexture& target) {
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if(anim.playing) {
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anim.apply(view, going_to, size);
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anim.motion(view, going_to, size);
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target.setView(view);
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}
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}
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void Camera::update() {
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// REFACTOR: there's no connection between anim.commit() and anim.update()
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auto [ticks, alpha] = anim.commit();
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if(anim.playing) anim.update();
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}
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bool Camera::playing() {
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return anim.playing;
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}
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@ -20,6 +20,7 @@ namespace cinematic {
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void position(float x, float y);
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void move(float x, float y);
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bool playing();
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void update();
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void render(sf::RenderTexture& target);
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void play();
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void style(const std::string &name);
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46
ease2.cpp
46
ease2.cpp
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@ -60,47 +60,47 @@ namespace ease2 {
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return Random::normal(0.5f, 0.1f);
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}
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void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.x += std::lerp(tr.min_x, tr.max_x, tick);
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void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
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}
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void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.y -= std::lerp(tr.min_y, tr.max_y, tick);
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void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
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}
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void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y) + (pos_out.y * relative);
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}
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void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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}
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void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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}
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void scale_stretch(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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void scale_stretch(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
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}
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void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
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}
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void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.x += std::lerp(tr.min_x, tr.max_x, tick);
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pos_out.y += std::lerp(tr.min_y, tr.max_y, tick);
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void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
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pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
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}
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void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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}
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void scale_only(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick);
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scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick);
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void scale_only(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
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scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick) + (scale_out.x * relative);
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scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick) + (scale_out.y * relative);
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}
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std::unordered_map<std::string, EaseFunc> map_of_easings{
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22
ease2.hpp
22
ease2.hpp
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@ -7,7 +7,7 @@ namespace animate2 {
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namespace ease2 {
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using EaseFunc = std::function<double(double)>;
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using MotionFunc = std::function<void(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick)>;
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using MotionFunc = std::function<void(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
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EaseFunc get_easing(const std::string& name);
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MotionFunc get_motion(const std::string& name);
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double random(double tick);
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double normal_dist(double tick);
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void move_bounce(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_rush(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_squeeze(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_squash(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_stretch(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_grow(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_slide(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_none(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_only(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_shake(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_bounce(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void move_rush(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
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void scale_squeeze(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void scale_squash(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void scale_stretch(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void scale_grow(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void move_slide(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void move_none(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void scale_only(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
void move_shake(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -190,6 +190,7 @@ namespace scene {
|
|||
|
||||
void Engine::tick() {
|
||||
for(auto& actor : $actors) {
|
||||
dbc::log("IDIOT! you need to use the ticks to all update ticks number of times");
|
||||
auto [ticks, alpha] = actor.anim.commit();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -61,6 +61,10 @@ namespace storyboard {
|
|||
return sf::Time(out);
|
||||
}
|
||||
|
||||
void UI::update() {
|
||||
$camera.update();
|
||||
}
|
||||
|
||||
void UI::track_audio() {
|
||||
auto& beat = $story.beats[cur_beat % $story.beats.size()];
|
||||
auto track_head = $audio->getPlayingOffset();
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@ namespace storyboard {
|
|||
UI(const std::string& story_name);
|
||||
|
||||
void init();
|
||||
void update();
|
||||
void render(sf::RenderWindow &window);
|
||||
bool mouse(float x, float y, guecs::Modifiers mods);
|
||||
void zoom(const std::string &cell_name);
|
||||
|
|
|
|||
|
|
@ -50,6 +50,7 @@ int main(int, char*[]) {
|
|||
dbc::check(main->$world == world, "GameDB::current_world doesn't match boss fight world.");
|
||||
|
||||
while(!main->in_state(boss::State::END)) {
|
||||
dbc::log("IDIOT! make this an update.");
|
||||
main->$ui.$arena.tick();
|
||||
main->render(window);
|
||||
|
||||
|
|
|
|||
|
|
@ -30,6 +30,9 @@ int main(int, char*[]) {
|
|||
main.init();
|
||||
|
||||
while(main.playing()) {
|
||||
main.update();
|
||||
main.render(window);
|
||||
|
||||
while(const auto ev = window.pollEvent()) {
|
||||
auto gui_ev = router.process_event(ev);
|
||||
auto mouse_pos = window.mapPixelToCoords(router.position);
|
||||
|
|
@ -41,7 +44,6 @@ int main(int, char*[]) {
|
|||
}
|
||||
}
|
||||
|
||||
main.render(window);
|
||||
window.display();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue