Now have the ability to place animated fixtures anywhere and to flip them.

This commit is contained in:
Zed A. Shaw 2025-10-20 00:29:12 -04:00
parent e99c07b50c
commit 387d1a5bf5
7 changed files with 36 additions and 17 deletions

View file

@ -142,7 +142,7 @@
"speed": 0.02, "speed": 0.02,
"stationary": true "stationary": true
}, },
"torch_crappy": { "torch_fixture": {
"_type": "Animation", "_type": "Animation",
"easing": 0, "easing": 0,
"ease_rate": 0.5, "ease_rate": 0.5,

View file

@ -18,10 +18,8 @@
"sprite": "rat_king_boss" "sprite": "rat_king_boss"
}, },
"fixtures": [ "fixtures": [
{"name": "torch_crappy", "scale": 0.8, "cell": "torch1"}, {"name": "torch_fixture", "scale_x": 0.5, "scale_y": 0.5, "cell": "torch1", "x": 66, "y": -10},
{"name": "torch_crappy", "scale": 0.8, "cell": "torch2"}, {"name": "torch_fixture", "scale_x": -0.5, "scale_y": 0.5, "cell": "torch2", "x": 130, "y": -10}
{"name": "rat_with_sword", "scale": 0.8, "cell": "boss13"},
{"name": "rat_with_sword", "scale": 0.8, "cell": "boss16"}
] ]
}, },
{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false}, {"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},

View file

@ -80,6 +80,11 @@
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"torch_fixture":
{"path": "assets/fixtures/torch_fixture.png",
"frame_width": 256,
"frame_height": 256
},
"torch_crappy": "torch_crappy":
{"path": "assets/items/torch_crappy.png", {"path": "assets/items/torch_crappy.png",
"frame_width": 256, "frame_width": 256,

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@ -6,6 +6,8 @@
#include <thread> #include <thread>
#include "sound.hpp" #include "sound.hpp"
const bool DEBUG=false;
namespace boss { namespace boss {
using namespace guecs; using namespace guecs;
@ -35,10 +37,13 @@ namespace boss {
st.sprite = std::make_shared<sf::Sprite>(*st.texture); st.sprite = std::make_shared<sf::Sprite>(*st.texture);
auto anim = animation::load(name); auto anim = animation::load(name);
float scale = fixture["scale"]; float scale_x = fixture["scale_x"];
float scale_y = fixture["scale_y"];
std::string cell = fixture["cell"]; std::string cell = fixture["cell"];
float x = fixture["x"];
float y = fixture["y"];
$fixtures.emplace_back(st, anim, cell, scale); $fixtures.emplace_back(st, anim, cell, scale_x, scale_y, x, y);
} }
} }
@ -61,11 +66,12 @@ namespace boss {
move_player($scene.player["start_pos"]); move_player($scene.player["start_pos"]);
if($scene.floor) { if($scene.floor) {
position_sprite($floor_sprite, $scene.floor_pos, 1.0, false); position_sprite($floor_sprite, $scene.floor_pos, 1.0f, 1.0f, false);
} }
for(auto& fixture : $fixtures) { for(auto& fixture : $fixtures) {
position_sprite(fixture.st, fixture.cell, fixture.scale, false); position_sprite(fixture.st, fixture.cell,
fixture.scale_x, fixture.scale_y, false, fixture.x, fixture.y);
} }
$arena.init(); $arena.init();
@ -89,13 +95,13 @@ namespace boss {
$combat_ui.init(cell.x, cell.y, cell.w, cell.h); $combat_ui.init(cell.x, cell.y, cell.w, cell.h);
} }
void UI::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale, bool at_mid) { void UI::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff, float y_diff) {
auto& cell = $arena.cell_for(cell_name); auto& cell = $arena.cell_for(cell_name);
float x = float(at_mid ? cell.mid_x : cell.x); float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y); float y = float(at_mid ? cell.mid_y : cell.y);
st.sprite->setPosition({x, y}); st.sprite->setPosition({x + x_diff, y + y_diff});
st.sprite->setScale({scale, scale}); st.sprite->setScale({scale_x, scale_y});
} }
void UI::render(sf::RenderWindow& window) { void UI::render(sf::RenderWindow& window) {
@ -114,6 +120,8 @@ namespace boss {
window.draw(*$boss_sprite.sprite); window.draw(*$boss_sprite.sprite);
window.draw(*$player_sprite.sprite); window.draw(*$player_sprite.sprite);
if(DEBUG) $arena.debug_layout(window);
} }
bool UI::mouse(float x, float y, Modifiers mods) { bool UI::mouse(float x, float y, Modifiers mods) {
@ -127,14 +135,16 @@ namespace boss {
} }
void UI::move_boss(const std::string& cell_name) { void UI::move_boss(const std::string& cell_name) {
position_sprite($boss_sprite, cell_name, $scene.boss["scale"], $scene.boss["mid_cell"]); float scale = $scene.boss["scale"];
position_sprite($boss_sprite, cell_name, scale, scale, $scene.boss["mid_cell"]);
auto& cell = $arena.cell_for(cell_name); auto& cell = $arena.cell_for(cell_name);
$boss_pos = {float(cell.mid_x), float(cell.mid_y)}; $boss_pos = {float(cell.mid_x), float(cell.mid_y)};
} }
void UI::move_player(const std::string& cell_name) { void UI::move_player(const std::string& cell_name) {
position_sprite($player_sprite, cell_name, $scene.player["scale"], $scene.player["mid_cell"]); float scale = $scene.player["scale"];
position_sprite($player_sprite, cell_name, scale, scale, $scene.player["mid_cell"]);
} }
void UI::play_animations(sf::RenderWindow& window) { void UI::play_animations(sf::RenderWindow& window) {

View file

@ -11,7 +11,11 @@ struct AnimatedFixture {
textures::SpriteTexture st; textures::SpriteTexture st;
components::Animation anim; components::Animation anim;
std::string cell; std::string cell;
float scale; float scale_x;
float scale_y;
float x;
float y;
bool at_mid=false;
}; };
namespace boss { namespace boss {
@ -39,7 +43,7 @@ namespace boss {
void init(); void init();
void render(sf::RenderWindow& window); void render(sf::RenderWindow& window);
bool mouse(float x, float y, guecs::Modifiers mods); bool mouse(float x, float y, guecs::Modifiers mods);
void position_sprite(SpriteTexture& st, const std::string& cell_name, float scale, bool at_mid=false); void position_sprite(textures::SpriteTexture& st, const std::string& cell_name, float scale_x, float scale_y, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
void status(const std::wstring& msg); void status(const std::wstring& msg);
void move_boss(const std::string& cell_name); void move_boss(const std::string& cell_name);
void move_player(const std::string& cell_name); void move_player(const std::string& cell_name);

View file

@ -30,7 +30,9 @@ function Build-Images {
# Build-Images -Source "Items" -pixel_count 2 # Build-Images -Source "Items" -pixel_count 2
# Build-Images -Source "Animations" -pixel_count 6 # Build-Images -Source "Animations" -pixel_count 6
# Build-Images -Source "Hands" -pixel_count 6 # Build-Images -Source "Hands" -pixel_count 6
Build-Images -Source "Boss2" -pixel_count 4 # Build-Images -Source "Boss2" -pixel_count 4
Build-Images -Source "Fixtures" -pixel_count 24
#magick montage -tile 3x1 -geometry +0+0 -background transparent .\assets\hands\female_hand_*.png .\assets\hands\female_hand.png #magick montage -tile 3x1 -geometry +0+0 -background transparent .\assets\hands\female_hand_*.png .\assets\hands\female_hand.png