157 lines
4.2 KiB
C++
157 lines
4.2 KiB
C++
#include "animation.hpp"
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namespace components {
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void Animation::play() {
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if(!playing) {
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current = 0;
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subframe = 0.0f;
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playing = true;
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}
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}
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float Animation::twitching() {
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float tick = ease::sine(float(frames) / subframe * ease_rate);
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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 tick;
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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::sine(ease::out_bounce(tick));
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case ease::IN_OUT_BACK:
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return ease::sine(ease::in_out_back(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 Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
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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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scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
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if(stationary) {
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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}
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if(!simple) {
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rect_out.position.x += current * frame_width;
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}
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subframe += speed;
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current = int(subframe);
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} else if(!looped) {
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playing = false;
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current = frames - 1;
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subframe = float(frames - 1);
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if(!simple) {
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rect_out.position.x += current * frame_width;
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}
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} else {
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playing = false;
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current = 0;
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subframe = 0.0f;
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}
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}
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}
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namespace animation {
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using namespace components;
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using namespace textures;
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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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sf::IntRect rect{{0,0}, {anim.frame_width, anim.frame_height}};
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sf::Vector2f scale{1.0, 1.0};
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sf::Vector2f pos{0, 0};
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anim.step(scale, pos, rect);
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sprite.setTextureRect(rect);
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sprite.setPosition(pos);
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sprite.setScale(scale);
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return anim.playing;
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}
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void rotate(sf::Sprite& target, float degrees) {
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target.rotate(sf::degrees(degrees));
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}
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void center(sf::Sprite& target, sf::Vector2f pos) {
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auto bounds = target.getLocalBounds();
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target.setPosition({pos.x + bounds.size.x / 2,
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pos.y + bounds.size.y / 2});
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target.setOrigin({bounds.size.x / 2, bounds.size.y / 2});
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}
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void init() {
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if(!initialized) {
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Config animations("assets/animations.json");
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Config config("assets/config.json");
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auto& sprites = config["sprites"];
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for(auto& [name, data] : animations.json().items()) {
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try {
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auto anim = components::convert<Animation>(data);
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auto& sprite_config = sprites[name];
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anim.frame_width = sprite_config["frame_width"];
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anim.frame_height = sprite_config["frame_height"];
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dbc::check(anim.frame_width > 0 && anim.frame_height > 0,
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fmt::format("invalid frame width/height for animation: {}",
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name));
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MGR.animations.insert_or_assign(name, anim);
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} catch(...) {
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dbc::log(fmt::format("error in sprite config: {}", name));
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throw;
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}
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}
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initialized = true;
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}
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}
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bool has(const std::string& name) {
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return MGR.animations.contains(name);
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}
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Animation load(const std::string& name) {
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dbc::check(initialized, "You forgot to initialize animation.");
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return MGR.animations.at(name);
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}
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void configure(DinkyECS::World& world, DinkyECS::Entity entity) {
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auto sprite = world.get_if<Sprite>(entity);
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if(sprite != nullptr && animation::has(sprite->name)) {
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world.set<Animation>(entity, animation::load(sprite->name));
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}
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}
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void step_animation(DinkyECS::World& world, DinkyECS::Entity entity, sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
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if(auto animation = world.get_if<components::Animation>(entity)) {
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if(animation->playing) animation->step(scale_out, pos_out, rect_out);
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}
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}
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void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
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if(world.has<Animation>(entity)) {
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auto& animation = world.get<Animation>(entity);
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animation.play();
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}
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}
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}
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