224 lines
6.6 KiB
C++
224 lines
6.6 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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#include <iostream>
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#include <fstream>
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#include "sound.hpp"
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constexpr float SUB_FRAME_SENSITIVITY = 0.999f;
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namespace animate2 {
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std::vector<sf::IntRect> Animate2::calc_frames() {
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dbc::check(sequence.frames.size() == sequence.durations.size(), "sequence.frames.size() != sequence.durations.size()");
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std::vector<sf::IntRect> frames;
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for(int frame_i : sequence.frames) {
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dbc::check(frame_i < sheet.frames, "frame index greater than sheet 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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sequence.frame_count = sequence.frames.size();
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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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void Animate2::apply_effect(std::shared_ptr<sf::Shader> effect) {
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dbc::check(effect != nullptr, "can't apply null effect");
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effect->setUniform("u_time", sequence.timer.getElapsedTime().asSeconds());
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sf::Vector2f u_resolution{float(sheet.frame_width), float(sheet.frame_height)};
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effect->setUniform("u_resolution", u_resolution);
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}
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void Animate2::play_sound() {
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// BUG: this can be optimized way better
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if(sounds.contains(form_name)) {
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for(auto& [at_frame, sound_name] : sounds.at(form_name)) {
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if(sequence.current == at_frame) {
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sound::play(sound_name);
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}
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}
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} else {
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fmt::println("Animation has not sound {}", form_name);
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}
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}
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void Animate2::update() {
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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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auto elapsed = sequence.timer.getElapsedTime().toDuration();
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// std::cout << "subframe: " << sequence.subframe << " elapsed: " << elapsed << " duration: " << duration << std::endl;
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bool frame_change = false;
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if(elapsed < duration) {
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// BUG: subframe will just run crazy because I don't actually do delta time difference here
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sequence.subframe = std::lerp(sequence.subframe, 1.0, sequence.timer.DELTA * transform.ease_rate);
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} else {
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sequence.timer.restart();
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sequence.current++;
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if(sequence.subframe > SUB_FRAME_SENSITIVITY) {
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sequence.subframe = 0.0f;
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}
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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) play_sound();
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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::motion(sf::Sprite& sprite, sf::Vector2f pos, sf::Vector2f scale) {
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transform.lerp(sequence, pos, scale);
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if(transform.flipped) {
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scale.x *= -1;
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}
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sprite.setPosition(pos);
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if(transform.scaled) {
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sprite.setScale(scale);
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}
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}
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std::pair<int, double> Animate2::commit() {
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return sequence.timer.commit();
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}
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void Timer::start() {
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clock.start();
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prev_time = clock.getElapsedTime().asSeconds();
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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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prev_time = clock.getElapsedTime().asSeconds();
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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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std::pair<int, double> Timer::commit() {
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// determine frame duration based on previous time
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current_time = clock.getElapsedTime().asSeconds();
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frame_duration = current_time - prev_time;
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// update prev_time for the next call
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prev_time = current_time;
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// update accumulator, retaining previous errors
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accumulator += frame_duration;
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// find the tick count based on DELTA
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double tick_count = floor(accumulator / DELTA);
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// reduce accumulator by the number of DELTAS
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accumulator -= tick_count * DELTA;
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// that leaves the remaining errors for next loop
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// alpha is then what we lerp...but WHY?!
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alpha = accumulator / DELTA;
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// return the number of even DELTA ticks and the alpha
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return {int(tick_count), alpha};
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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 dt = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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float tick = easing_func(seq.subframe);
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motion_func(*this, pos_out, scale_out, tick);
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// fmt::println("sub: {}, tick: {}, tr: {},{}; pos: {},{}; scale: {},{}",
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// seq.subframe, tick, min_y, max_y, pos_out.x, pos_out.y,
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// scale_out.x, scale_out.y);
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}
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bool Animate2::has_form(const std::string& as_form) {
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return forms.contains(as_form);
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}
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void Animate2::set_form(const std::string& as_form) {
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dbc::check(forms.contains(as_form),
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fmt::format("form {} does not exist in animation", as_form));
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stop();
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const auto& [seq_name, tr_name] = forms.at(as_form);
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dbc::check(sequences.contains(seq_name),
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fmt::format("sequences do NOT have \"{}\" name", seq_name));
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dbc::check(transforms.contains(tr_name),
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fmt::format("transforms do NOT have \"{}\" name", tr_name));
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// everything good, do the update
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form_name = as_form;
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sequence_name = seq_name;
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transform_name = tr_name;
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sequence = sequences.at(seq_name);
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transform = transforms.at(tr_name);
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$frame_rects = calc_frames();
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transform.easing_func = ease2::get_easing(transform.easing);
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transform.motion_func = ease2::get_motion(transform.motion);
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}
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Animate2 load(const std::string &file, const std::string &anim_name) {
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using nlohmann::json;
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std::ifstream infile(file);
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auto data = json::parse(infile);
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Animate2 anim;
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animate2::from_json(data[anim_name], anim);
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dbc::check(anim.forms.contains("idle"),
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fmt::format("animation {} must have 'idle' form", anim_name));
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anim.set_form("idle");
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return anim;
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}
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}
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