Animations are now being pulled correctly but I need to add a timing concept to animations instead of ticks.
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517de91a5b
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c33f370572
10 changed files with 43 additions and 22 deletions
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@ -31,6 +31,9 @@ namespace components {
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}
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void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
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dbc::check(rect_out.size.x > 0, "invalid frame width in animation");
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dbc::check(rect_out.size.y > 0, "invalid frame height in animation");
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if(playing && current < frames) {
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float tick = twitching();
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scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
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@ -70,10 +73,9 @@ namespace animation {
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static AnimationManager MGR;
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static bool initialized = false;
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bool apply(Animation& anim, sf::Sprite& sprite) {
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bool apply(Animation& anim, sf::Sprite& sprite, sf::Vector2f pos) {
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sf::IntRect rect{{0,0}, {anim.frame_width, anim.frame_height}};
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sf::Vector2f scale{anim.scale, anim.scale};
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sf::Vector2f pos{0, 0};
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anim.step(scale, pos, rect);
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@ -156,5 +158,4 @@ namespace animation {
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animation.play();
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}
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}
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}
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@ -11,7 +11,7 @@ namespace animation {
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std::unordered_map<std::string, components::Animation> animations;
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};
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bool apply(components::Animation& anim, sf::Sprite& target);
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bool apply(components::Animation& anim, sf::Sprite& target, sf::Vector2f pos);
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void rotate(sf::Sprite& target, float degrees);
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void center(sf::Sprite& target, sf::Vector2f pos);
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@ -108,5 +108,15 @@
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"frames": 10,
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"speed": 1.0,
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"stationary": false
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},
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"test_boss": {
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"_type": "Animation",
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"easing": 3,
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"ease_rate": 0.5,
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"scale": 0.4,
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"simple": true,
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"frames": 1,
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"speed": 0.02,
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"stationary": true
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}
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}
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@ -18,15 +18,6 @@
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}
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},
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{"_type": "Combat", "hp": 20, "max_hp": 20, "damage": 20, "dead": false},
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{"_type": "Animation",
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"easing": 3,
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"ease_rate": 0.2,
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"simple": false,
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"frames": 2,
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"speed": 0.02,
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"scale": 0.2,
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"stationary": false
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},
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{"_type": "Sprite", "name": "test_boss", "width": 720, "height": 720, "scale": 0.8, "stationary": false},
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{"_type": "Sound", "attack": "Marmot_Scream_1", "death": "Creature_Death_1"}
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]
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@ -1,5 +1,6 @@
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#include "boss/fight.hpp"
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#include "boss/system.hpp"
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#include "animation.hpp"
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namespace boss {
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Fight::Fight(shared_ptr<World> world, Entity boss_id) :
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@ -87,6 +88,9 @@ namespace boss {
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boss::System::combat(attack_id);
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state(State::PLAYER_TURN);
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} break;
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case TICK:
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$ui.play_animations();
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break;
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default:
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break;
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// skip it
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@ -104,10 +108,14 @@ namespace boss {
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case ATTACK: {
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$ui.status(L"BOSS TURN");
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$ui.move_boss(run % 10 < 5 ? "boss1" : "boss3");
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$ui.$boss_anim.play();
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int attack_id = std::any_cast<int>(data);
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boss::System::combat(attack_id);
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state(State::BOSS_TURN);
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} break;
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case TICK:
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$ui.play_animations();
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break;
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default:
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// skip it
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break;
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15
boss/ui.cpp
15
boss/ui.cpp
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@ -1,6 +1,7 @@
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#include "boss/ui.hpp"
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#include "constants.hpp"
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#include "components.hpp"
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#include "animation.hpp"
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namespace boss {
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using namespace guecs;
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@ -18,6 +19,9 @@ namespace boss {
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$floor_sprite = textures::get_sprite(*$scene.floor);
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$player_sprite = textures::get_sprite($scene.player["sprite"]);
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dbc::check(animation::has(sprite.name), "add boss animation to animations.json");
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$boss_anim = animation::load(sprite.name);
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}
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void UI::init() {
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@ -92,12 +96,19 @@ namespace boss {
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}
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void UI::move_boss(const std::string& cell_name) {
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dbc::log(cell_name);
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position_sprite($boss_sprite, cell_name, $scene.boss["scale"], $scene.boss["mid_cell"]);
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auto& cell = $arena.cell_for(cell_name);
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$boss_pos = {float(cell.mid_x), float(cell.mid_y)};
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}
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void UI::move_player(const std::string& cell_name) {
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dbc::log(cell_name);
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position_sprite($player_sprite, cell_name, $scene.player["scale"], $scene.player["mid_cell"]);
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}
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void UI::play_animations() {
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if($boss_anim.playing) {
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animation::apply($boss_anim, *$boss_sprite.sprite, $boss_pos);
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}
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}
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}
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@ -5,10 +5,7 @@
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#include <guecs/ui.hpp>
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#include "textures.hpp"
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#include "gui/combat_ui.hpp"
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namespace components {
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struct BossFight;
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}
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#include "components.hpp"
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namespace boss {
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using std::shared_ptr;
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@ -25,6 +22,8 @@ namespace boss {
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SpriteTexture $floor_sprite;
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guecs::UI $arena;
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guecs::UI $actions;
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components::Animation $boss_anim;
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sf::Vector2f $boss_pos;
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UI(shared_ptr<World> world, Entity boss_id);
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@ -35,5 +34,6 @@ namespace boss {
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void status(const std::wstring& msg);
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void move_boss(const std::string& cell_name);
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void move_player(const std::string& cell_name);
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void play_animations();
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};
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}
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@ -145,7 +145,7 @@ namespace gui {
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}
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void MainUI::render_hands() {
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if(animation::apply($hand_anim, *$hand.sprite)) {
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if(animation::apply($hand_anim, *$hand.sprite, {0,0})) {
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$hand.sprite->setPosition({RAY_VIEW_X, RAY_VIEW_Y});
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$window.draw(*$hand.sprite);
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}
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@ -94,7 +94,7 @@ namespace gui {
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void UI::OPENING(Event ev) {
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if(ev == Event::TICK) {
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if(!animation::apply($ritual_anim, *$ritual_ui.sprite)) {
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if(!animation::apply($ritual_anim, *$ritual_ui.sprite, {0,0})) {
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state(State::OPENED);
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}
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}
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@ -42,7 +42,7 @@ TEST_CASE("animation utility API", "[animation]") {
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anim.play();
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while(animation::apply(anim, *blanket.sprite)) {
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while(animation::apply(anim, *blanket.sprite, {0,0})) {
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fmt::println("animation: {}", anim.subframe);
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}
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}
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