stuff
This commit is contained in:
		@@ -10,7 +10,14 @@ Engine::Engine(std::string title, int width, int height)
 | 
			
		||||
    SDL_Init(SDL_INIT_EVERYTHING);
 | 
			
		||||
 | 
			
		||||
    // Create window and renderer
 | 
			
		||||
    window = SDL_CreateWindow(ctitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);
 | 
			
		||||
    window = SDL_CreateWindow(
 | 
			
		||||
        ctitle, 
 | 
			
		||||
        SDL_WINDOWPOS_CENTERED, 
 | 
			
		||||
        SDL_WINDOWPOS_CENTERED, 
 | 
			
		||||
        width, 
 | 
			
		||||
        height, 
 | 
			
		||||
        SDL_WINDOW_SHOWN
 | 
			
		||||
    );
 | 
			
		||||
    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -30,25 +30,30 @@ int main(int argc, char* argv[])
 | 
			
		||||
    
 | 
			
		||||
    // frame map
 | 
			
		||||
    std::map<std::string, SDL_Rect> idle = {
 | 
			
		||||
            { "idle", { 76, 456, 68, 128 } },
 | 
			
		||||
        { "idle", { 76, 456, 68, 128 } },
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::map<std::string, SDL_Rect> front = {
 | 
			
		||||
            { "front", { 4, 456, 68, 125 } },
 | 
			
		||||
            { "front2", { 76, 456, 68, 128 } },
 | 
			
		||||
            { "front3", { 148, 456, 68, 125 } }
 | 
			
		||||
        { "front", { 4, 456, 68, 125 } },
 | 
			
		||||
        { "front2", { 76, 456, 68, 128 } },
 | 
			
		||||
        { "front3", { 148, 456, 68, 125 } }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::map<std::string, SDL_Rect> back = {
 | 
			
		||||
            { "back", { 662, 456, 68, 125 } },
 | 
			
		||||
            { "back2", { 734, 456, 68, 128 } },
 | 
			
		||||
            { "back3", { 806, 456, 68, 125 } }
 | 
			
		||||
        { "back", { 662, 456, 68, 125 } },
 | 
			
		||||
        { "back2", { 734, 456, 68, 128 } },
 | 
			
		||||
        { "back3", { 806, 456, 68, 125 } }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::map<std::string, SDL_Rect> walk = {
 | 
			
		||||
            { "walk", { 220, 456, 68, 124 } },
 | 
			
		||||
            { "walk2", { 292, 456, 73, 127 } },
 | 
			
		||||
            { "walk3", { 369, 456, 68, 124 } }
 | 
			
		||||
        { "walk", { 220, 456, 68, 124 } },
 | 
			
		||||
        { "walk2", { 292, 456, 73, 127 } },
 | 
			
		||||
        { "walk3", { 369, 456, 68, 124 } }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::map<std::string, SDL_Rect> test = {
 | 
			
		||||
        { "test", { 4, 2095, 68, 59 } },
 | 
			
		||||
        { "test2", { 76, 2095, 68, 59 } }
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    // Create sprite and animation
 | 
			
		||||
@@ -59,6 +64,7 @@ int main(int argc, char* argv[])
 | 
			
		||||
    animations->addAnimation("walk_right", walk, 10, true, true, true, false);
 | 
			
		||||
    animations->addAnimation("walk_back", back, 10, false, true, true, false);
 | 
			
		||||
    animations->addAnimation("walk_front", front, 10, false, true, true, true);
 | 
			
		||||
    animations->addAnimation("test", test, 20, false, true, false, false);
 | 
			
		||||
    animations->setAnimation("idle");
 | 
			
		||||
 | 
			
		||||
    // Play music
 | 
			
		||||
@@ -73,41 +79,44 @@ int main(int argc, char* argv[])
 | 
			
		||||
        // Update input
 | 
			
		||||
        engine->update();
 | 
			
		||||
 | 
			
		||||
        // Exit if window is closed
 | 
			
		||||
        // Exit if window s closed
 | 
			
		||||
        if (engine->input.exit || engine->input.activeKeys[SDLK_ESCAPE])
 | 
			
		||||
        {
 | 
			
		||||
            quit();
 | 
			
		||||
        } 
 | 
			
		||||
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_d] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] || engine->input.controllers[0].leftStickX > 8000)
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_d] || engine->input.controllers[0].buttons[CBUTTONS::DPAD_RIGHT] || engine->input.controllers[0].leftStickX > 8000)
 | 
			
		||||
        {
 | 
			
		||||
            animations->setAnimation("walk_right");
 | 
			
		||||
            sprite->move({ 1, 0 });
 | 
			
		||||
        }
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_a] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT]  || engine->input.controllers[0].leftStickX < -8000)
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_a] || engine->input.controllers[0].buttons[CBUTTONS::DPAD_LEFT]  || engine->input.controllers[0].leftStickX < -8000)
 | 
			
		||||
 | 
			
		||||
        {
 | 
			
		||||
            animations->setAnimation("walk_left");
 | 
			
		||||
            sprite->move({ -1, 0 });
 | 
			
		||||
        }
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_w] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] || engine->input.controllers[0].leftStickY < -8000)
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_w] || engine->input.controllers[0].buttons[CBUTTONS::DPAD_UP] || engine->input.controllers[0].leftStickY < -8000)
 | 
			
		||||
        {
 | 
			
		||||
            animations->setAnimation("walk_back");
 | 
			
		||||
            sprite->move({ 0, -1 });
 | 
			
		||||
        }
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_s] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN] || engine->input.controllers[0].leftStickY > 8000)
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_s] || engine->input.controllers[0].buttons[CBUTTONS::DPAD_DOWN] || engine->input.controllers[0].leftStickY > 8000)
 | 
			
		||||
        {
 | 
			
		||||
            animations->setAnimation("walk_front");
 | 
			
		||||
            sprite->move({ 0, 1 });
 | 
			
		||||
        }
 | 
			
		||||
        if (!engine->input.activeKeys[SDLK_d] && !engine->input.activeKeys[SDLK_a] && !engine->input.activeKeys[SDLK_w] && !engine->input.activeKeys[SDLK_s]
 | 
			
		||||
            && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT]
 | 
			
		||||
            && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN]
 | 
			
		||||
            && engine->input.controllers[0].leftStickX == 0 && engine->input.controllers[0].leftStickY == 0)
 | 
			
		||||
        if (engine->input.activeKeys[SDLK_SPACE] || engine->input.controllers[0].buttons[CBUTTONS::A])
 | 
			
		||||
        {
 | 
			
		||||
            animations->playAnimation("test");
 | 
			
		||||
        }
 | 
			
		||||
        if (!engine->input.keysPressed({ SDLK_w, SDLK_a, SDLK_s, SDLK_d }) && engine->input.controllers[0].leftStickX < 8000 && engine->input.controllers[0].leftStickX > -8000 &&
 | 
			
		||||
            engine->input.controllers[0].leftStickY < 8000 && engine->input.controllers[0].leftStickY > -8000 &&
 | 
			
		||||
            !engine->input.controllerPressed({ CBUTTONS::DPAD_UP, CBUTTONS::DPAD_DOWN, CBUTTONS::DPAD_LEFT, CBUTTONS::DPAD_RIGHT }))
 | 
			
		||||
        {
 | 
			
		||||
            animations->setAnimation("idle");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    
 | 
			
		||||
        // Update animation
 | 
			
		||||
        animations->update();
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -53,4 +53,28 @@ void Input::update()
 | 
			
		||||
        SDL_GetMouseState(&mouse.x, &mouse.y);
 | 
			
		||||
        mouse.wheel = event.wheel.y;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::keysPressed(std::vector<SDL_Keycode> keys)
 | 
			
		||||
{
 | 
			
		||||
    for (auto key : keys)
 | 
			
		||||
    {
 | 
			
		||||
        if (activeKeys[key])
 | 
			
		||||
        {
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool Input::controllerPressed(std::vector<Uint8> buttons, int controller)
 | 
			
		||||
{
 | 
			
		||||
    for (auto button : buttons)
 | 
			
		||||
    {
 | 
			
		||||
        if (controllers[controller].buttons[button])
 | 
			
		||||
        {
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return false;
 | 
			
		||||
}
 | 
			
		||||
@@ -70,9 +70,18 @@ Animation::Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int
 | 
			
		||||
    currentFrameName = this->frames[0];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Animation::reset()
 | 
			
		||||
{
 | 
			
		||||
    frameIndex = 0;
 | 
			
		||||
    frameDirection = 1;
 | 
			
		||||
    currentFrameName = frames[0];
 | 
			
		||||
    end = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Animation::update()
 | 
			
		||||
{
 | 
			
		||||
    frameCounter++;
 | 
			
		||||
    end = false;
 | 
			
		||||
    if (frameCounter >= frameDuration)
 | 
			
		||||
    {
 | 
			
		||||
        frameCounter = 0;
 | 
			
		||||
@@ -84,6 +93,7 @@ void Animation::update()
 | 
			
		||||
                if (!loop)
 | 
			
		||||
                {
 | 
			
		||||
                    frameDirection = 0;
 | 
			
		||||
                    end = true;
 | 
			
		||||
                } else { 
 | 
			
		||||
                    frameDirection *= -1;
 | 
			
		||||
                }
 | 
			
		||||
@@ -97,6 +107,7 @@ void Animation::update()
 | 
			
		||||
                if (!loop)
 | 
			
		||||
                {
 | 
			
		||||
                    frameIndex = frames.size() - 1;
 | 
			
		||||
                    end = true;
 | 
			
		||||
                } else {
 | 
			
		||||
                    frameIndex = 0;
 | 
			
		||||
                }
 | 
			
		||||
@@ -126,18 +137,34 @@ void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_
 | 
			
		||||
    animations[name]->loop = loop;
 | 
			
		||||
    animations[name]->pingpong = pingpong;
 | 
			
		||||
}
 | 
			
		||||
    void autorect(std::string frame);
 | 
			
		||||
 | 
			
		||||
void AnimationManager::setAnimation(std::string name)
 | 
			
		||||
{
 | 
			
		||||
    currentAnimation = name;
 | 
			
		||||
    if (!playing) {
 | 
			
		||||
        currentAnimation = name;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AnimationManager::update()
 | 
			
		||||
{
 | 
			
		||||
    animations[currentAnimation]->update();
 | 
			
		||||
    if (playing && animations[currentAnimation]->end)
 | 
			
		||||
    {
 | 
			
		||||
        playing = false;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AnimationManager::draw(SDL_Renderer* renderer)
 | 
			
		||||
{
 | 
			
		||||
    animations[currentAnimation]->draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AnimationManager::playAnimation(std::string name)
 | 
			
		||||
{
 | 
			
		||||
    if (!playing) {
 | 
			
		||||
        animations[name]->loop = false;
 | 
			
		||||
        animations[name]->reset();
 | 
			
		||||
        setAnimation(name);
 | 
			
		||||
        playing = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user