146 lines
4.4 KiB
C++
146 lines
4.4 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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float Transform::twitching(Sequence& seq) {
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float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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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(seq.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& pos_out, sf::Vector2f& scale_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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dbc::sentinel("scale should not run");
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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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