Refactor the animate2 and then start working on the motion feature.
This commit is contained in:
parent
992b8f0e0a
commit
60c405b1fc
9 changed files with 408 additions and 290 deletions
174
tests/animate2.cpp
Normal file
174
tests/animate2.cpp
Normal file
|
|
@ -0,0 +1,174 @@
|
|||
#include <catch2/catch_test_macros.hpp>
|
||||
#include "animation.hpp"
|
||||
#include "textures.hpp"
|
||||
#include "dinkyecs.hpp"
|
||||
#include "config.hpp"
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
#include "rand.hpp"
|
||||
#include "animate2.hpp"
|
||||
|
||||
using namespace components;
|
||||
using namespace textures;
|
||||
using namespace std::chrono_literals;
|
||||
using namespace animate2;
|
||||
|
||||
Animate2 crafter() {
|
||||
Sheet sheet{
|
||||
.width{720*2},
|
||||
.height{720},
|
||||
.frame_width{720},
|
||||
.frame_height{720},
|
||||
};
|
||||
|
||||
Sequence sequence{
|
||||
.frames{0,1},
|
||||
.durations{Random::milliseconds(1, 100), Random::milliseconds(1, 100)}
|
||||
};
|
||||
|
||||
REQUIRE(sequence.frame_count == sequence.frames.size());
|
||||
REQUIRE(sequence.frame_count == sequence.durations.size());
|
||||
|
||||
Transform transform{
|
||||
.min_x{1.0f},
|
||||
.min_y{1.0f},
|
||||
.max_x{1.0f},
|
||||
.max_y{1.0f},
|
||||
.simple{true},
|
||||
.flipped{false},
|
||||
.ease_rate{0.5f},
|
||||
.scaled{false},
|
||||
.stationary{false},
|
||||
.toggled{false},
|
||||
.looped{false},
|
||||
};
|
||||
|
||||
return {sheet, sequence, transform};
|
||||
}
|
||||
|
||||
void PLAY_TEST(Animate2 &anim) {
|
||||
anim.play();
|
||||
|
||||
while(anim.playing) {
|
||||
anim.update();
|
||||
std::this_thread::sleep_for(Random::milliseconds(1, 100));
|
||||
}
|
||||
|
||||
REQUIRE(anim.playing == false);
|
||||
}
|
||||
|
||||
/*
|
||||
* Animation is a Sheet + Sequence + Transform.
|
||||
*
|
||||
* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
|
||||
*
|
||||
* A Sequence is a list of Sheet cells _in any order_. See https://github.com/yottahmd/ganim8-lib. Sequences have a timing element for the cells, possibly a list of durations or a single duration.
|
||||
*
|
||||
* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
|
||||
*
|
||||
* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
|
||||
*/
|
||||
TEST_CASE("new animation system", "[animation-new]") {
|
||||
textures::init();
|
||||
|
||||
auto anim = crafter();
|
||||
PLAY_TEST(anim);
|
||||
|
||||
bool onLoop_ran = false;
|
||||
anim.onLoop = [&](auto& seq, auto& tr) -> bool {
|
||||
seq.current = 0;
|
||||
onLoop_ran = true;
|
||||
return tr.looped;
|
||||
};
|
||||
|
||||
PLAY_TEST(anim);
|
||||
REQUIRE(onLoop_ran == true);
|
||||
|
||||
// only runs twice
|
||||
anim.onLoop = [](auto& seq, auto& tr) -> bool {
|
||||
if(seq.loop_count == 2) {
|
||||
seq.current = 0;
|
||||
return false;
|
||||
} else {
|
||||
seq.current = seq.current % seq.frame_count;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
PLAY_TEST(anim);
|
||||
REQUIRE(anim.$sequence.loop_count == 2);
|
||||
|
||||
// stops at end
|
||||
anim.onLoop = [](auto& seq, auto& tr) -> bool {
|
||||
if(seq.loop_count == 1) {
|
||||
seq.current = seq.frame_count - 1;
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
TEST_CASE("confirm frame sequencing works", "[animation-new]") {
|
||||
textures::init();
|
||||
animation::init();
|
||||
|
||||
auto anim = crafter();
|
||||
|
||||
auto blanket = textures::get_sprite("ritual_crafting_area");
|
||||
sf::IntRect init_rect{{0,0}, {anim.$sheet.frame_width, anim.$sheet.frame_height}};
|
||||
|
||||
anim.play();
|
||||
bool loop_ran = false;
|
||||
|
||||
// this will check that it moved to the next frame
|
||||
anim.onLoop = [&](auto& seq, auto& tr) -> bool {
|
||||
seq.current = 0;
|
||||
loop_ran = true;
|
||||
|
||||
REQUIRE(blanket.sprite->getTextureRect() != init_rect);
|
||||
return false;
|
||||
};
|
||||
|
||||
anim.onFrame = [&](){
|
||||
anim.apply(*blanket.sprite);
|
||||
};
|
||||
|
||||
while(anim.playing) {
|
||||
anim.update();
|
||||
// NOTE: possibly find a way to only run apply on frame change?
|
||||
}
|
||||
|
||||
REQUIRE(loop_ran == true);
|
||||
REQUIRE(anim.playing == false);
|
||||
|
||||
// this confirms it went back to the first frame
|
||||
REQUIRE(blanket.sprite->getTextureRect() == init_rect);
|
||||
}
|
||||
|
||||
TEST_CASE("confirm transition changes work", "[animation-new]") {
|
||||
textures::init();
|
||||
animation::init();
|
||||
|
||||
auto anim = crafter();
|
||||
|
||||
sf::Vector2f pos{0,0};
|
||||
sf::Vector2f scale{0,0};
|
||||
|
||||
// also testing that onFrame being null means it's not run
|
||||
REQUIRE(anim.onFrame == nullptr);
|
||||
|
||||
anim.play();
|
||||
|
||||
while(anim.playing) {
|
||||
anim.update();
|
||||
anim.motion(pos, scale);
|
||||
}
|
||||
|
||||
REQUIRE(anim.playing == false);
|
||||
|
||||
REQUIRE(scale != sf::Vector2f{0,0});
|
||||
REQUIRE(pos != sf::Vector2f{0,0});
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue