Arena is now using the new animate2 but needs to be fixed.
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4 changed files with 82 additions and 16 deletions
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@ -61,5 +61,73 @@
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"attack": [[0, "Sword_Hit_1"], [1, "Marmot_Scream_1"]],
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"hurt": [[1, "Marmot_Scream_1"]]
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}
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},
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"peasant_girl_rear_view": {
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"sheet": {
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"frames": 1,
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"frame_width": 400,
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"frame_height": 540
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},
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"sequences": {
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"idle": {"frames": [0], "durations": [800] },
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"hurt": {"frames": [0], "durations": [800] },
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"attack": {"frames": [0], "durations": [800] }
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},
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"transforms": {
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"breathe": {
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"min_x": 0,
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"min_y": 0,
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"max_x": 0,
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"max_y": -10,
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"flipped": false,
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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": true,
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"easing": "sine",
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"motion": "move_bounce"
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}
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},
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"forms": {
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"idle": ["idle", "breathe"],
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"attack": ["attack", "breathe"],
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"hurt": ["hurt", "breathe"]
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},
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"sounds": {
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"idle": [],
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"attack": [],
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"hurt": []
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}
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},
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"torch_fixture": {
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"sheet": {
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"frames": 3,
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"frame_width": 256,
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"frame_height": 256
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},
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"sequences": {
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"idle": {"frames": [0,1,2], "durations": [100, 100, 100] }
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},
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"transforms": {
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"render": {
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"min_x": 0,
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"min_y": 0,
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"max_x": 0,
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"max_y": 0,
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"flipped": false,
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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": true,
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"easing": "sine",
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"motion": "move_none"
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}
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},
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"forms": {
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"idle": ["idle", "render"]
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},
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"sounds": {
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"idle": []
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}
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}
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}
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@ -106,6 +106,7 @@ namespace ease2 {
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{"in_out_back", in_out_back},
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{"random", random},
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{"normal_dist", normal_dist},
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{"none", none},
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};
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std::unordered_map<std::string, MotionFunc> map_of_motions{
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25
scene.cpp
25
scene.cpp
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@ -1,5 +1,5 @@
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#include "scene.hpp"
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#include "animation.hpp"
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#include "animate2.hpp"
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#include <ranges>
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#include "shaders.hpp"
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#include <fmt/core.h>
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@ -19,8 +19,8 @@ namespace scene {
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bool flipped = config["flipped"];
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// BUG: need to make animation optional
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auto anim = animation::load(sprite_name);
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anim.flipped = flipped;
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auto anim = animate2::load("./assets/animate2.json", sprite_name);
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anim.transform.flipped = flipped;
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if(and_play) anim.play();
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std::string cell = config["cell"];
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@ -127,7 +127,7 @@ namespace scene {
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void Engine::play_animations() {
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for(auto& fixture : $fixtures) {
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if(fixture.anim.playing) {
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fixture.anim.apply(*fixture.st.sprite, fixture.pos);
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fixture.anim.apply(*fixture.st.sprite);
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} else {
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fixture.effect = nullptr;
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}
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@ -135,13 +135,9 @@ namespace scene {
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for(auto& actor : $actors) {
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if(actor.anim.playing) {
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actor.anim.apply(*actor.st.sprite, actor.pos);
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actor.anim.apply(actor.text, actor.pos);
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if(actor.effect) {
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actor.effect->setUniform("u_time", $clock.getElapsedTime().asSeconds());
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sf::Vector2f u_resolution{float(actor.anim.frame_width), float(actor.anim.frame_height)};
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actor.effect->setUniform("u_resolution", u_resolution);
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}
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actor.anim.apply(*actor.st.sprite);
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// REFACTOR: actor.anim.apply(actor.text, actor.pos);
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if(actor.effect != nullptr) actor.anim.apply_effect(actor.effect);
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} else {
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actor.effect = nullptr;
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}
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@ -177,9 +173,10 @@ namespace scene {
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}
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void Engine::set_end_cb(std::function<void()> cb) {
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for(auto& actor : $actors) {
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actor.anim.end_cb = cb;
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}
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// REFACTOR:
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// for(auto& actor : $actors) {
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// actor.anim.end_cb = cb;
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// }
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}
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void Engine::reset(sf::RenderTexture& view) {
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@ -2,12 +2,12 @@
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#include <memory>
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#include <unordered_map>
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#include "components.hpp"
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#include "textures.hpp"
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <guecs/ui.hpp>
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#include "camera.hpp"
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#include <functional>
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#include "animate2.hpp"
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namespace scene {
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using std::shared_ptr;
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@ -16,7 +16,7 @@ namespace scene {
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struct Element {
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std::string name;
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textures::SpriteTexture st;
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components::Animation anim;
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animate2::Animate2 anim;
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std::string cell;
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float scale_x = 1.0f;
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float scale_y = 1.0f;
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