raycaster/animation.cpp

157 lines
4.2 KiB
C++

#include "animation.hpp"
namespace components {
void Animation::play() {
if(!playing) {
current = 0;
subframe = 0.0f;
playing = true;
}
}
float Animation::twitching() {
float tick = ease::sine(float(frames) / subframe * ease_rate);
switch(easing) {
case ease::NONE:
return 0.0;
case ease::SINE:
return tick;
case ease::OUT_CIRC:
return ease::out_circ(tick);
case ease::OUT_BOUNCE:
return ease::sine(ease::out_bounce(tick));
case ease::IN_OUT_BACK:
return ease::sine(ease::in_out_back(tick));
default:
dbc::sentinel(
fmt::format("Invalid easing {} given to animation",
int(easing)));
}
}
void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
if(playing && current < frames) {
float tick = twitching();
scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
if(stationary) {
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
}
if(!simple) {
rect_out.position.x += current * frame_width;
}
subframe += speed;
current = int(subframe);
} else if(!looped) {
playing = false;
current = frames - 1;
subframe = float(frames - 1);
if(!simple) {
rect_out.position.x += current * frame_width;
}
} else {
playing = false;
current = 0;
subframe = 0.0f;
}
}
}
namespace animation {
using namespace components;
using namespace textures;
static AnimationManager MGR;
static bool initialized = false;
bool apply(Animation& anim, sf::Sprite& sprite) {
sf::IntRect rect{{0,0}, {anim.frame_width, anim.frame_height}};
sf::Vector2f scale{1.0, 1.0};
sf::Vector2f pos{0, 0};
anim.step(scale, pos, rect);
sprite.setTextureRect(rect);
sprite.setPosition(pos);
sprite.setScale(scale);
return anim.playing;
}
void rotate(sf::Sprite& target, float degrees) {
target.rotate(sf::degrees(degrees));
}
void center(sf::Sprite& target, sf::Vector2f pos) {
auto bounds = target.getLocalBounds();
target.setPosition({pos.x + bounds.size.x / 2,
pos.y + bounds.size.y / 2});
target.setOrigin({bounds.size.x / 2, bounds.size.y / 2});
}
void init() {
if(!initialized) {
Config animations("assets/animations.json");
Config config("assets/config.json");
auto& sprites = config["sprites"];
for(auto& [name, data] : animations.json().items()) {
try {
auto anim = components::convert<Animation>(data);
auto& sprite_config = sprites[name];
anim.frame_width = sprite_config["frame_width"];
anim.frame_height = sprite_config["frame_height"];
dbc::check(anim.frame_width > 0 && anim.frame_height > 0,
fmt::format("invalid frame width/height for animation: {}",
name));
MGR.animations.insert_or_assign(name, anim);
} catch(...) {
dbc::log(fmt::format("error in sprite config: {}", name));
throw;
}
}
initialized = true;
}
}
bool has(const std::string& name) {
return MGR.animations.contains(name);
}
Animation load(const std::string& name) {
dbc::check(initialized, "You forgot to initialize animation.");
return MGR.animations.at(name);
}
void configure(DinkyECS::World& world, DinkyECS::Entity entity) {
auto sprite = world.get_if<Sprite>(entity);
if(sprite != nullptr && animation::has(sprite->name)) {
world.set<Animation>(entity, animation::load(sprite->name));
}
}
void step_animation(DinkyECS::World& world, DinkyECS::Entity entity, sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
if(auto animation = world.get_if<components::Animation>(entity)) {
if(animation->playing) animation->step(scale_out, pos_out, rect_out);
}
}
void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
if(world.has<Animation>(entity)) {
auto& animation = world.get<Animation>(entity);
animation.play();
}
}
}