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
146
animate2.cpp
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146
animate2.cpp
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#include "animate2.hpp"
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#include <memory>
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#include <chrono>
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#include "dbc.hpp"
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#include "rand.hpp"
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namespace animate2 {
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std::vector<sf::IntRect> Animate2::calc_frames() {
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std::vector<sf::IntRect> frames;
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for(int frame_i : $sequence.frames) {
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frames.emplace_back(
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sf::Vector2i{$sheet.frame_width * frame_i, 0}, // NOTE: one row only for now
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sf::Vector2i{$sheet.frame_width,
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$sheet.frame_height});
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}
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return frames;
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}
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void Animate2::play() {
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dbc::check(!playing, "can't call play while playing?");
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$sequence.current = 0;
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$sequence.loop_count = 0;
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playing = true;
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$sequence.timer.start();
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}
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void Animate2::stop() {
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playing = false;
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$sequence.timer.reset();
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}
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// need one for each kind of thing to animate
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// NOTE: possibly find a way to only run apply on frame change?
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void Animate2::apply(sf::Sprite& sprite) {
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dbc::check($sequence.current < $frame_rects.size(), "current frame past $frame_rects");
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// NOTE: pos is not updated yet
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auto& rect = $frame_rects.at($sequence.current);
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sprite.setTextureRect(rect);
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}
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// replaces step
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void Animate2::update_frame() {
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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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auto duration = $sequence.durations.at($sequence.current);
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bool frame_change = false;
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if($sequence.timer.getElapsedTime() >= duration) {
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$sequence.timer.restart();
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$sequence.current++;
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frame_change = true;
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}
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if($sequence.current >= $sequence.frame_count) {
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$sequence.loop_count++;
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playing = onLoop($sequence, $transform);
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}
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if(frame_change && onFrame != nullptr) onFrame();
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dbc::check($sequence.current < $sequence.frame_count, "onLoop fail: current frame out of frames.size()");
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}
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void Animate2::update() {
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update_frame();
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}
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void Animate2::motion(sf::Vector2f& pos, sf::Vector2f& scale) {
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$transform.twitching($sequence);
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$transform.lerp($sequence, pos, scale);
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}
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float Transform::twitching(Sequence& seq) {
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float subframe = seq.timer.getElapsedTime().asSeconds();
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float tick = 1 - std::powf(ease_rate, subframe + 0.0001);
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fmt::println("TICK {}; subframe: {}", tick, subframe);
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switch(easing) {
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case ease::NONE:
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return 0.0;
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case ease::SINE:
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return std::abs(std::sin(subframe * ease_rate));
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case ease::OUT_CIRC:
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return ease::out_circ(tick);
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case ease::OUT_BOUNCE:
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return ease::out_bounce(tick);
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case ease::IN_OUT_BACK:
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return ease::in_out_back(tick);
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case ease::RANDOM:
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return Random::uniform_real(0.0001f, 1.0f);
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case ease::NORM_DIST:
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return Random::normal(0.5f, 0.1f);
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case ease::LINEAR:
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return tick;
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default:
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dbc::sentinel(
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fmt::format("Invalid easing {} given to animation",
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int(easing)));
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}
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}
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void Transform::lerp(Sequence& seq, sf::Vector2f& scale_out, sf::Vector2f& pos_out) {
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float tick = twitching(seq);
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if(stationary) {
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switch(motion) {
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case ease::SHAKE: {
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pos_out.x += std::lerp(min_x, max_x, tick);
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} break;
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case ease::BOUNCE: {
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pos_out.y -= std::lerp(min_y, max_y, tick);
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} break;
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case ease::RUSH: {
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scale_out.x = std::lerp(min_x, max_x, tick);
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scale_out.y = std::lerp(min_y, 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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} break;
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case ease::SQUEEZE: {
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scale_out.x *= std::lerp(min_x, max_x, tick);
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} break;
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case ease::SQUASH: {
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scale_out.y *= std::lerp(min_y, max_y, tick);
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} break;
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case ease::STRETCH: {
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scale_out.x = std::lerp(min_x, max_x, tick);
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} break;
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case ease::GROW: {
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scale_out.y = std::lerp(min_y, max_y, tick);
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} break;
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case ease::SLIDE: {
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pos_out.x = std::lerp(min_x, max_x, tick);
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pos_out.y = std::lerp(min_y, max_y, tick);
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} break;
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default:
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dbc::sentinel("Unknown animation.motion setting.");
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}
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} else {
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scale_out.x = std::lerp(scale_out.x * min_x, scale_out.x * max_x, tick);
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scale_out.y = std::lerp(scale_out.y * min_y, scale_out.y * max_y, tick);
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}
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}
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}
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81
animate2.hpp
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81
animate2.hpp
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#pragma once
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#include <memory>
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#include <chrono>
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#include "easings.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Time.hpp>
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#include <functional>
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namespace animate2 {
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struct Sheet {
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int width{0};
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int height{0};
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int frame_width{0};
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int frame_height{0};
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};
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struct Sequence {
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std::vector<int> frames{};
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std::vector<std::chrono::milliseconds> durations{};
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size_t current{0};
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int loop_count{0};
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size_t frame_count{frames.size()};
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sf::Clock timer{};
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x{1.0f};
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float min_y{1.0f};
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float max_x{1.0f};
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float max_y{1.0f};
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bool simple{true};
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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 stationary{false};
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// these can handled by the onLoop, same as ganim8 does it
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bool toggled{false};
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bool looped{false};
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std::shared_ptr<sf::Shader> shader{nullptr};
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// change to using a callback function for these
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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float twitching(Sequence& seq);
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void lerp(Sequence& seq, sf::Vector2f& scale_out, sf::Vector2f& pos_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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using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
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using OnFrameHandler = std::function<void()>;
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inline bool DefaultOnLoop(Sequence& seq, Transform& tr) {
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seq.current = 0;
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return tr.looped;
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}
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class Animate2 {
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public:
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Sheet $sheet;
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Sequence $sequence;
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Transform $transform;
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OnFrameHandler onFrame = nullptr;
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std::vector<sf::IntRect> $frame_rects{calc_frames()};
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OnLoopHandler onLoop = DefaultOnLoop;
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bool playing = false;
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std::vector<sf::IntRect> calc_frames();
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void play();
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void stop();
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void apply(sf::Sprite& sprite);
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void update_frame();
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void update();
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void motion(sf::Vector2f& pos, sf::Vector2f& scale);
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};
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}
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#include "animation.hpp"
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#include "rand.hpp"
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#include "textures.hpp"
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#include <cmath>
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namespace components {
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#pragma once
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#include "components.hpp"
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#include "textures.hpp"
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#include "easings.hpp"
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#include "dinkyecs.hpp"
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#include <SFML/Graphics/Rect.hpp>
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@ -86,6 +86,7 @@ dependencies += [
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sources = [
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'ai.cpp',
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'ai_debug.cpp',
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'animate2.cpp',
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'animation.cpp',
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'animation.cpp',
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'autowalker.cpp',
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@ -137,6 +138,7 @@ sources = [
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executable('runtests', sources + [
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'tests/ai.cpp',
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'tests/animate2.cpp',
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'tests/animation.cpp',
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'tests/base.cpp',
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'tests/battle.cpp',
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174
tests/animate2.cpp
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174
tests/animate2.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "animation.hpp"
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#include "textures.hpp"
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include <memory>
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#include <chrono>
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#include <thread>
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#include "rand.hpp"
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#include "animate2.hpp"
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using namespace components;
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using namespace textures;
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using namespace std::chrono_literals;
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using namespace animate2;
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Animate2 crafter() {
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Sheet sheet{
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.width{720*2},
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.height{720},
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.frame_width{720},
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.frame_height{720},
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};
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Sequence sequence{
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.frames{0,1},
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.durations{Random::milliseconds(1, 100), Random::milliseconds(1, 100)}
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};
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REQUIRE(sequence.frame_count == sequence.frames.size());
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REQUIRE(sequence.frame_count == sequence.durations.size());
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Transform transform{
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.min_x{1.0f},
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.min_y{1.0f},
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.max_x{1.0f},
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.max_y{1.0f},
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.simple{true},
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.flipped{false},
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.ease_rate{0.5f},
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.scaled{false},
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.stationary{false},
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.toggled{false},
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.looped{false},
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};
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return {sheet, sequence, transform};
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}
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void PLAY_TEST(Animate2 &anim) {
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anim.play();
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while(anim.playing) {
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anim.update();
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std::this_thread::sleep_for(Random::milliseconds(1, 100));
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}
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REQUIRE(anim.playing == false);
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}
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/*
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* Animation is a Sheet + Sequence + Transform.
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*
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* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
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*
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* 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.
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*
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* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
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*
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* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
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*/
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TEST_CASE("new animation system", "[animation-new]") {
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textures::init();
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auto anim = crafter();
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PLAY_TEST(anim);
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bool onLoop_ran = false;
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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onLoop_ran = true;
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return tr.looped;
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};
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PLAY_TEST(anim);
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REQUIRE(onLoop_ran == true);
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// only runs twice
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 2) {
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seq.current = 0;
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return false;
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} else {
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seq.current = seq.current % seq.frame_count;
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return true;
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}
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};
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PLAY_TEST(anim);
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REQUIRE(anim.$sequence.loop_count == 2);
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// stops at end
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anim.onLoop = [](auto& seq, auto& tr) -> bool {
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if(seq.loop_count == 1) {
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seq.current = seq.frame_count - 1;
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return false;
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} else {
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return true;
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}
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};
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}
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TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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textures::init();
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animation::init();
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auto anim = crafter();
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auto blanket = textures::get_sprite("ritual_crafting_area");
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sf::IntRect init_rect{{0,0}, {anim.$sheet.frame_width, anim.$sheet.frame_height}};
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anim.play();
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bool loop_ran = false;
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// this will check that it moved to the next frame
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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loop_ran = true;
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REQUIRE(blanket.sprite->getTextureRect() != init_rect);
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return false;
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};
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anim.onFrame = [&](){
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anim.apply(*blanket.sprite);
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};
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while(anim.playing) {
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anim.update();
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// NOTE: possibly find a way to only run apply on frame change?
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}
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REQUIRE(loop_ran == true);
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REQUIRE(anim.playing == false);
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// this confirms it went back to the first frame
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REQUIRE(blanket.sprite->getTextureRect() == init_rect);
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}
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TEST_CASE("confirm transition changes work", "[animation-new]") {
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textures::init();
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animation::init();
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auto anim = crafter();
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sf::Vector2f pos{0,0};
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sf::Vector2f scale{0,0};
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// also testing that onFrame being null means it's not run
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REQUIRE(anim.onFrame == nullptr);
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anim.play();
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while(anim.playing) {
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anim.update();
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anim.motion(pos, scale);
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}
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REQUIRE(anim.playing == false);
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REQUIRE(scale != sf::Vector2f{0,0});
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REQUIRE(pos != sf::Vector2f{0,0});
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}
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#include <catch2/catch_test_macros.hpp>
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#include "animation.hpp"
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#include "textures.hpp"
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include <memory>
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#include <chrono>
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#include <thread>
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#include "rand.hpp"
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using namespace components;
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using namespace textures;
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using namespace std::chrono_literals;
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struct Sheet {
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int width{0};
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int height{0};
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int frame_width{0};
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int frame_height{0};
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};
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struct Sequence {
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std::vector<int> frames{};
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std::vector<std::chrono::milliseconds> durations{};
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size_t current{0};
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int loop_count{0};
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size_t frame_count{frames.size()};
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sf::Clock timer{};
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x{1.0f};
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float min_y{1.0f};
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float max_x{1.0f};
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float max_y{1.0f};
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bool simple{true};
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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 stationary{false};
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// these can handled by the onLoop, same as ganim8 does it
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bool toggled{false};
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bool looped{false};
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std::shared_ptr<sf::Shader> shader{nullptr};
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// change to using a callback function for these
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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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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using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
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using OnFrameHandler = std::function<void()>;
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bool DefaultOnLoop(Sequence& seq, Transform& tr) {
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seq.current = 0;
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return tr.looped;
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}
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|
||||
class Animate2 {
|
||||
public:
|
||||
Sheet $sheet;
|
||||
Sequence $sequence;
|
||||
Transform $transform;
|
||||
OnFrameHandler onFrame = nullptr;
|
||||
|
||||
std::vector<sf::IntRect> $frame_rects{calc_frames()};
|
||||
OnLoopHandler onLoop = DefaultOnLoop;
|
||||
bool playing = false;
|
||||
|
||||
std::vector<sf::IntRect> calc_frames() {
|
||||
std::vector<sf::IntRect> frames;
|
||||
|
||||
for(int frame_i : $sequence.frames) {
|
||||
frames.emplace_back(
|
||||
sf::Vector2i{$sheet.frame_width * frame_i, 0}, // NOTE: one row only for now
|
||||
sf::Vector2i{$sheet.frame_width,
|
||||
$sheet.frame_height});
|
||||
}
|
||||
|
||||
return frames;
|
||||
}
|
||||
|
||||
|
||||
void play() {
|
||||
dbc::check(!playing, "can't call play while playing?");
|
||||
$sequence.current = 0;
|
||||
$sequence.loop_count = 0;
|
||||
playing = true;
|
||||
$sequence.timer.start();
|
||||
}
|
||||
|
||||
void stop() {
|
||||
playing = false;
|
||||
$sequence.timer.reset();
|
||||
}
|
||||
|
||||
// need one for each kind of thing to animate
|
||||
// NOTE: possibly find a way to only run apply on frame change?
|
||||
void apply(sf::Sprite& sprite, sf::Vector2f pos) {
|
||||
dbc::check($sequence.current < $frame_rects.size(), "current frame past $frame_rects");
|
||||
// NOTE: pos is not updated yet
|
||||
auto& rect = $frame_rects.at($sequence.current);
|
||||
sprite.setTextureRect(rect);
|
||||
}
|
||||
|
||||
// replaces step
|
||||
void update_frame() {
|
||||
dbc::check(playing, "attempt to update animation that's not playing");
|
||||
dbc::check($sequence.frame_count == $sequence.frames.size(), "frame_count doesn't match frame.size()");
|
||||
|
||||
auto duration = $sequence.durations.at($sequence.current);
|
||||
bool frame_change = false;
|
||||
|
||||
if($sequence.timer.getElapsedTime() >= duration) {
|
||||
$sequence.timer.restart();
|
||||
$sequence.current++;
|
||||
frame_change = true;
|
||||
}
|
||||
|
||||
if($sequence.current >= $sequence.frame_count) {
|
||||
$sequence.loop_count++;
|
||||
playing = onLoop($sequence, $transform);
|
||||
}
|
||||
|
||||
if(frame_change && onFrame != nullptr) onFrame();
|
||||
|
||||
dbc::check($sequence.current < $sequence.frame_count, "onLoop fail: current frame out of frames.size()");
|
||||
}
|
||||
|
||||
void update() {
|
||||
update_frame();
|
||||
}
|
||||
};
|
||||
|
||||
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, {});
|
||||
};
|
||||
|
||||
sf::Vector2f pos{0,0};
|
||||
|
||||
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]") {
|
||||
return;
|
||||
textures::init();
|
||||
animation::init();
|
||||
|
||||
auto blanket = textures::get_sprite("ritual_crafting_area");
|
||||
sf::Vector2f pos{0,0};
|
||||
auto anim = crafter();
|
||||
|
||||
anim.play();
|
||||
while(anim.playing) {
|
||||
anim.update();
|
||||
anim.apply(*blanket.sprite, pos);
|
||||
}
|
||||
|
||||
REQUIRE(anim.playing == false);
|
||||
|
||||
REQUIRE(blanket.sprite->getPosition() != sf::Vector2f{0,0});
|
||||
REQUIRE(pos != sf::Vector2f{0,0});
|
||||
}
|
||||
|
||||
|
||||
TEST_CASE("animation easing tests", "[animation]") {
|
||||
Animation anim;
|
||||
|
|
|
|||
|
|
@ -2,7 +2,9 @@
|
|||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Graphics/Sprite.hpp>
|
||||
#include <SFML/Graphics/Image.hpp>
|
||||
#include <SFML/Graphics/Texture.hpp>
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
#include "matrix.hpp"
|
||||
|
|
|
|||
|
|
@ -1,7 +1,5 @@
|
|||
#include "textures.hpp"
|
||||
#include <SFML/Graphics/Sprite.hpp>
|
||||
#include <SFML/Graphics/Texture.hpp>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/System.hpp>
|
||||
#include <SFML/Audio.hpp>
|
||||
#include <SFML/Window/Event.hpp>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue