120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
#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.subframe = 0.0f;
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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 < $sequence.frame_count, "onLoop fail: current frame out of frames.size()");
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}
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void Animate2::update() {
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$sequence.subframe += $transform.speed;
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update_frame();
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}
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void Animate2::motion(sf::Vector2f& pos, sf::Vector2f& scale) {
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$transform.twitching($sequence);
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$transform.lerp($sequence, pos, scale);
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}
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void Timer::start() {
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clock.start();
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}
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void Timer::reset() {
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clock.reset();
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}
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void Timer::restart() {
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clock.restart();
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}
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sf::Time Timer::getElapsedTime() {
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return clock.getElapsedTime();
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}
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void Timer::begin() {
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prev_time = clock.getElapsedTime().asSeconds();
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}
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std::pair<int, double> Timer::commit() {
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current_time = clock.getElapsedTime().asSeconds();
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frame_duration = current_time - prev_time;
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accumulator += frame_duration;
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double tick_count = accumulator / DELTA;
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double alpha = modf(tick_count, &tick_count);
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accumulator -= tick_count * DELTA;
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return {int(tick_count), alpha};
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}
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float Transform::twitching(Sequence& seq) {
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float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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return easing(tick);
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}
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void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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float tick = std::abs(twitching(seq));
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return motion(*this, pos_out, scale_out, tick);
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}
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}
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