aminmations
This commit is contained in:
parent
a756a4f68e
commit
8091651cc7
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
.vscode
|
||||
build
|
BIN
assets/C64.ttf
Normal file
BIN
assets/C64.ttf
Normal file
Binary file not shown.
BIN
assets/sprites.bmp
Normal file
BIN
assets/sprites.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 31 MiB |
14
include/input.h
Normal file
14
include/input.h
Normal file
@ -0,0 +1,14 @@
|
||||
#include <SDL.h>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
class Input
|
||||
{
|
||||
private:
|
||||
SDL_Event event;
|
||||
|
||||
public:
|
||||
bool exit;
|
||||
std::map<SDL_Keycode, bool> activeKeys;
|
||||
void update();
|
||||
};
|
64
include/sprite.h
Normal file
64
include/sprite.h
Normal file
@ -0,0 +1,64 @@
|
||||
#include <SDL.h>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "vector.h"
|
||||
#pragma once
|
||||
|
||||
class Sprite
|
||||
{
|
||||
private:
|
||||
std::map<std::string, SDL_Rect> frames;
|
||||
SDL_Surface* surface;
|
||||
SDL_Texture* Texture;
|
||||
int_vec2 size;
|
||||
|
||||
public:
|
||||
SDL_Rect dstrect;
|
||||
int_vec2 scale = { 1, 1 };
|
||||
double angle = 0;
|
||||
Sprite(SDL_Renderer* renderer, SDL_Surface* surface);
|
||||
void draw(SDL_Renderer* renderer, std::string frame, bool autoRect = true, bool flip = false);
|
||||
void addFrame(std::string name, SDL_Rect rect);
|
||||
void move(int_vec2 position);
|
||||
int_vec2 getSize(std::string frame);
|
||||
void autorect(std::string frame);
|
||||
~Sprite();
|
||||
};
|
||||
|
||||
class Animation
|
||||
{
|
||||
private:
|
||||
std::vector<std::string> frames;
|
||||
Sprite* sprite;
|
||||
int currentFrame = 0;
|
||||
int frameDuration = 0;
|
||||
int frameCounter = 0;
|
||||
std::string currentFrameName;
|
||||
int frameIndex = 0;
|
||||
int frameDirection = 1;
|
||||
|
||||
public:
|
||||
bool loop = true;
|
||||
bool pingpong = false;
|
||||
Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration);
|
||||
void update();
|
||||
void draw(SDL_Renderer* renderer, bool autoRect = true, bool flip = false);
|
||||
};
|
||||
|
||||
class AnimationManager
|
||||
{
|
||||
private:
|
||||
std::map<std::string, Animation> *animations;
|
||||
std::map<std::string, bool> flip;
|
||||
std::map<std::string, bool> autoRect;
|
||||
std::string currentAnimation;
|
||||
Sprite* sprite;
|
||||
|
||||
public:
|
||||
AnimationManager(Sprite* sprite);
|
||||
void addAnimation(std::string name, std::map<std::string, SDL_Rect> animation, int frameDuration = 10, bool flip = false, bool autoRect = true, bool loop = true, bool pingpong = false);
|
||||
void setAnimation(std::string name);
|
||||
void update();
|
||||
void draw(SDL_Renderer* renderer);
|
||||
};
|
17
include/text.h
Normal file
17
include/text.h
Normal file
@ -0,0 +1,17 @@
|
||||
#include <SDL.h>
|
||||
#include <SDL_ttf.h>
|
||||
#include <string>
|
||||
|
||||
class Text
|
||||
{
|
||||
private:
|
||||
SDL_Surface* surface;
|
||||
SDL_Texture* texture;
|
||||
TTF_Font* font;
|
||||
SDL_Color color;
|
||||
SDL_Rect rect;
|
||||
|
||||
public:
|
||||
Text(TTF_Font* font, SDL_Color color);
|
||||
void draw(SDL_Renderer* renderer, std::string text, int x, int y);
|
||||
};
|
49
include/vector.h
Normal file
49
include/vector.h
Normal file
@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
class float_vec2
|
||||
{
|
||||
public:
|
||||
float x, y;
|
||||
float_vec2 operator+(float_vec2 vec)
|
||||
{
|
||||
return { x + vec.x, y + vec.y };
|
||||
}
|
||||
float_vec2 operator*(float v)
|
||||
{
|
||||
return { x * v, y * v };
|
||||
}
|
||||
float_vec2 operator*(float_vec2 vec)
|
||||
{
|
||||
return { x * vec.x, y * vec.y };
|
||||
}
|
||||
float_vec2 operator-(float_vec2 vec)
|
||||
{
|
||||
return { x - vec.x, y - vec.y };
|
||||
}
|
||||
float_vec2 operator-(float v)
|
||||
{
|
||||
return { x - v, y - v };
|
||||
}
|
||||
};
|
||||
|
||||
class int_vec2
|
||||
{
|
||||
public:
|
||||
int x, y;
|
||||
int_vec2 operator+(int_vec2 vec)
|
||||
{
|
||||
return { x + vec.x, y + vec.y };
|
||||
}
|
||||
int_vec2 operator*(int v)
|
||||
{
|
||||
return { x * v, y * v };
|
||||
}
|
||||
int_vec2 operator*(int_vec2 vec)
|
||||
{
|
||||
return { x * vec.x, y * vec.y };
|
||||
}
|
||||
int_vec2 operator-(int_vec2 vec)
|
||||
{
|
||||
return { x - vec.x, y - vec.y };
|
||||
}
|
||||
};
|
17
makefile
Normal file
17
makefile
Normal file
@ -0,0 +1,17 @@
|
||||
CXX = g++
|
||||
LDFLAGS = `sdl2-config --libs` -l SDL2_ttf
|
||||
CXXFLAGS = `sdl2-config --cflags` -pedantic -O2 -std=c++17 -lX11 -lstdc++fs -I include
|
||||
SRC = $(wildcard src/*.cpp)
|
||||
OBJ = $(addprefix build/, $(notdir $(SRC:.cpp=.o)))
|
||||
TARGET = build/x86_64/main.x86_64
|
||||
|
||||
all: $(TARGET)
|
||||
|
||||
$(TARGET): $(OBJ)
|
||||
@$(CXX) -o $@ $^ $(LDFLAGS)
|
||||
|
||||
build/%.o: src/%.cpp
|
||||
@$(CXX) -c -o $@ $< $(CXXFLAGS)
|
||||
|
||||
clean:
|
||||
@rm -f $(OBJ) $(TARGET)
|
20
src/input.cpp
Normal file
20
src/input.cpp
Normal file
@ -0,0 +1,20 @@
|
||||
#include "input.h"
|
||||
|
||||
void Input::update()
|
||||
{
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
activeKeys[event.key.keysym.sym] = true;
|
||||
}
|
||||
else if (event.type == SDL_KEYUP)
|
||||
{
|
||||
activeKeys.erase(event.key.keysym.sym);
|
||||
}
|
||||
else if (event.type == SDL_QUIT)
|
||||
{
|
||||
exit = true;
|
||||
}
|
||||
}
|
||||
}
|
95
src/main.cpp
Normal file
95
src/main.cpp
Normal file
@ -0,0 +1,95 @@
|
||||
// Inludes
|
||||
#include <SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "input.h"
|
||||
#include "text.h"
|
||||
#include "sprite.h"
|
||||
|
||||
// Variables
|
||||
SDL_Surface* assets;
|
||||
int startTime = 0;
|
||||
Input input;
|
||||
TTF_Font *font;
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
const int targetFps = 60;
|
||||
|
||||
// Functions
|
||||
// Quit function
|
||||
void quit()
|
||||
{
|
||||
// Free assets
|
||||
TTF_CloseFont(font);
|
||||
SDL_FreeSurface(assets);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
TTF_Quit();
|
||||
// Exit program
|
||||
exit(0);
|
||||
}
|
||||
|
||||
// Main function
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Initialize SDL and TFF;
|
||||
TTF_Init();
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
// Create window and renderer
|
||||
window = SDL_CreateWindow("test game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 400, SDL_WINDOW_SHOWN);
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
||||
|
||||
// Load assets
|
||||
assets = SDL_LoadBMP("assets/sprites.bmp");
|
||||
|
||||
// frame map
|
||||
std::map<std::string, SDL_Rect> frames = {
|
||||
{ "idle", { 4, 456, 68, 125 } },
|
||||
{ "idle2", { 76, 456, 68, 128 } },
|
||||
{ "idle3", { 148, 456, 68, 125 } }
|
||||
};
|
||||
|
||||
// Create sprite and animation
|
||||
Sprite* sprite = new Sprite(renderer, assets);
|
||||
AnimationManager* animations = new AnimationManager(sprite);
|
||||
animations->addAnimation("idle", frames);
|
||||
animations->setAnimation("idle");
|
||||
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
// Start time
|
||||
startTime = SDL_GetTicks();
|
||||
|
||||
// Update input
|
||||
input.update();
|
||||
|
||||
// Exit if window is closed
|
||||
if (input.exit)
|
||||
{
|
||||
quit();
|
||||
}
|
||||
|
||||
// Update animation
|
||||
animations->update();
|
||||
|
||||
// Clear screen
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Draw sprite
|
||||
animations->draw(renderer);
|
||||
|
||||
// Update screen
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
// if frame is faster than target fps, delay
|
||||
if (1000 / targetFps > SDL_GetTicks() - startTime)
|
||||
{
|
||||
SDL_Delay(1000 / targetFps - (SDL_GetTicks() - startTime));
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
126
src/sprite.cpp
Normal file
126
src/sprite.cpp
Normal file
@ -0,0 +1,126 @@
|
||||
#include "sprite.h"
|
||||
|
||||
Sprite::Sprite(SDL_Renderer *renderer, SDL_Surface *surface)
|
||||
{
|
||||
Texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
dstrect = { 0, 0, surface->w, surface->h };
|
||||
}
|
||||
|
||||
Sprite::~Sprite()
|
||||
{
|
||||
SDL_DestroyTexture(Texture);
|
||||
}
|
||||
|
||||
void Sprite::draw(SDL_Renderer* renderer, std::string frame, bool autoRect, bool flip)
|
||||
{
|
||||
if (frames.find(frame) == frames.end())
|
||||
{
|
||||
printf("Frame not found\n");
|
||||
return;
|
||||
}
|
||||
if (autoRect)
|
||||
{
|
||||
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
|
||||
}
|
||||
SDL_SetTextureAlphaMod(Texture, 255);
|
||||
dstrect.w *= scale.x;
|
||||
dstrect.h *= scale.y;
|
||||
SDL_RenderCopyEx(renderer, Texture, &frames[frame], &dstrect, angle, NULL, flip ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
|
||||
}
|
||||
|
||||
void Sprite::addFrame(std::string name, SDL_Rect rect)
|
||||
{
|
||||
frames[name] = rect;
|
||||
}
|
||||
|
||||
void Sprite::move(int_vec2 position)
|
||||
{
|
||||
dstrect = { position.x, position.y, dstrect.w, dstrect.h };
|
||||
}
|
||||
|
||||
int_vec2 Sprite::getSize(std::string frame)
|
||||
{
|
||||
size = { frames[frame].w, frames[frame].h };
|
||||
return size;
|
||||
}
|
||||
|
||||
void Sprite::autorect(std::string frame)
|
||||
{
|
||||
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
|
||||
}
|
||||
|
||||
|
||||
Animation::Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration)
|
||||
{
|
||||
this->sprite = sprite;
|
||||
this->frameDuration = frameDuration;
|
||||
|
||||
for (auto const& x : frames)
|
||||
{
|
||||
this->frames.push_back(x.first);
|
||||
this->sprite->addFrame(x.first, x.second);
|
||||
}
|
||||
currentFrameName = this->frames[0];
|
||||
}
|
||||
|
||||
void Animation::update()
|
||||
{
|
||||
frameCounter++;
|
||||
if (frameCounter >= frameDuration)
|
||||
{
|
||||
frameCounter = 0;
|
||||
if (pingpong)
|
||||
{
|
||||
frameIndex += frameDirection;
|
||||
if (frameIndex >= frames.size() - 1 || frameIndex <= 0)
|
||||
{
|
||||
frameDirection *= -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
frameIndex++;
|
||||
if (frameIndex >= frames.size())
|
||||
{
|
||||
frameIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
currentFrameName = frames[frameIndex];
|
||||
}
|
||||
}
|
||||
|
||||
void Animation::draw(SDL_Renderer* renderer, bool autoRect, bool flip)
|
||||
{
|
||||
sprite->draw(renderer, currentFrameName, autoRect, flip);
|
||||
}
|
||||
|
||||
AnimationManager::AnimationManager(Sprite* sprite)
|
||||
{
|
||||
this->sprite = sprite;
|
||||
}
|
||||
|
||||
void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_Rect> frames, int frameDuration, bool flip, bool autoRect, bool loop, bool pingpong)
|
||||
{
|
||||
animations[name] = new Animation(frames, sprite, frameDuration);
|
||||
this->flip[name] = flip;
|
||||
this->autoRect[name] = autoRect;
|
||||
animations[name].loop = loop;
|
||||
animations[name].pingpong = pingpong;
|
||||
}
|
||||
|
||||
void AnimationManager::setAnimation(std::string name)
|
||||
{
|
||||
currentAnimation = name;
|
||||
}
|
||||
|
||||
void AnimationManager::update()
|
||||
{
|
||||
animations[currentAnimation].update();
|
||||
}
|
||||
|
||||
void AnimationManager::draw(SDL_Renderer* renderer)
|
||||
{
|
||||
animations[currentAnimation].draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
|
||||
}
|
17
src/text.cpp
Normal file
17
src/text.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "text.h"
|
||||
|
||||
Text::Text(TTF_Font* font, SDL_Color color)
|
||||
{
|
||||
this->font = font;
|
||||
this->color = color;
|
||||
}
|
||||
|
||||
void Text::draw(SDL_Renderer* renderer, std::string text, int x, int y)
|
||||
{
|
||||
surface = TTF_RenderText_Solid(font, text.c_str(), color);
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
rect = { x, y, surface->w, surface->h };
|
||||
SDL_RenderCopy(renderer, texture, NULL, &rect);
|
||||
SDL_FreeSurface(surface);
|
||||
SDL_DestroyTexture(texture);
|
||||
}
|
Loading…
Reference in New Issue
Block a user