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-rw-r--r--src/crepe/api/Animator.cpp1
-rw-r--r--src/crepe/api/Animator.h32
-rw-r--r--src/crepe/api/LoopManager.cpp6
-rw-r--r--src/crepe/api/Sprite.cpp5
-rw-r--r--src/crepe/api/Sprite.h8
-rw-r--r--src/crepe/facade/SDLContext.cpp6
-rw-r--r--src/crepe/system/AnimatorSystem.cpp26
-rw-r--r--src/crepe/system/AnimatorSystem.h7
8 files changed, 61 insertions, 30 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 45f67f6..7fe49ee 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -18,7 +18,6 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a
this->spritesheet.mask.w /= row;
this->spritesheet.mask.x = 0;
this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h;
- this->active = false;
// need to do this for to get the aspect ratio for a single clipping in the spritesheet
this->spritesheet.aspect_ratio
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 6c506aa..ede450a 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -18,11 +18,6 @@ class SDLContext;
class Animator : public Component {
public:
- //TODO: need to implement this
- void loop();
- void stop();
-
-public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
@@ -57,15 +52,32 @@ private:
//! The current row being animated.
int curr_row = 0;
- //TODO: Is this necessary?
- //int fps;
+ //! should the animation loop
+ bool looping = false;
+
+ //! starting frame for cycling
+ int cycle_start = 0;
+
+ //! end frame for cycling (-1 --> use last frame)
+ int cycle_end = -1;
+
+ //! frames per second for animation
+ int fps = 1;
+
+ int offset_x = 0;
+
+public:
+ void loop() { this->looping = true; }
+ void play() {this->active = true;}
+ void pause() {this->active = false;}
+ void stop() {this->active = false; this->curr_col = 0; this->curr_row = 0;}
+ void set_fps(int fps) {this->fps = fps;}
+ void set_cycle_range(int start, int end) {this->cycle_start = start, this->cycle_end = end;}
+ void set_anim(int col) {this->curr_row = 0; this->curr_col = col; }
private:
//! AnimatorSystem adjust the private member parameters of Animator;
friend class AnimatorSystem;
-
- //! SDLContext reads the Animator member var's
- friend class SDLContext;
};
} // namespace crepe
//
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 7edf4d1..88ca704 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -58,6 +58,7 @@ void LoopManager::setup() {
this->game_running = true;
LoopTimer::get_instance().start();
LoopTimer::get_instance().set_fps(200);
+ this->scene_manager.load_next_scene();
}
void LoopManager::render() {
@@ -66,4 +67,7 @@ void LoopManager::render() {
}
}
-void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
+void LoopManager::update() {
+ LoopTimer & timer = LoopTimer::get_instance();
+ this->get_system<AnimatorSystem>().update();
+}
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index 1d57b53..29e415f 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -6,19 +6,20 @@
#include "Component.h"
#include "Sprite.h"
#include "Texture.h"
+#include "types.h"
using namespace std;
using namespace crepe;
Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, float height)
+ const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size)
: Component(id),
color(color),
flip(flip),
sprite_image(std::move(image)),
sorting_in_layer(sort_layer),
order_in_layer(order_layer),
- height(height) {
+ size(size) {
dbg_trace();
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 7d9c14b..f04f70c 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,11 +1,10 @@
#pragma once
-#include <cstdint>
-
#include "../Component.h"
#include "Color.h"
#include "Texture.h"
+#include "types.h"
namespace crepe {
@@ -41,7 +40,7 @@ public:
* \param height the height of the image in game units
*/
Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, float height);
+ const FlipSettings & flip, int sort_layer, int order_layer, const vec2 & size);
/**
* \brief Destroys the Sprite instance.
@@ -62,8 +61,7 @@ public:
//! Order within the sorting layer
const int order_in_layer;
- //! height in world units
- const float height;
+ vec2 size;
/**
* \aspect_ratio ratio of the img so that scaling will not become weird
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 1f729b2..f0a21d5 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -113,7 +113,11 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
SDL_FRect SDLContext::get_dst_rect(const DstRect & ctx) const {
- vec2 size = {(ctx.sprite.height * ctx.sprite.aspect_ratio), ctx.sprite.height};
+
+ vec2 size = {
+ ctx.sprite.size.x == 0 && ctx.sprite.size.y != 0 ? ctx.sprite.size.y * ctx.sprite.aspect_ratio : ctx.sprite.size.x,
+ ctx.sprite.size.y == 0 && ctx.sprite.size.x != 0 ? ctx.sprite.size.x / ctx.sprite.aspect_ratio : ctx.sprite.size.y
+ };
const CameraValues & cam = ctx.cam;
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 4c40940..6a84150 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,7 +1,6 @@
-#include <cstdint>
+
#include "api/Animator.h"
-#include "facade/SDLContext.h"
#include "AnimatorSystem.h"
#include "ComponentManager.h"
@@ -13,12 +12,25 @@ void AnimatorSystem::update() {
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- uint64_t tick = SDLContext::get_instance().get_ticks();
+ double elapsed_time = this->timer.get_current_time();
+
for (Animator & a : animations) {
if (!a.active) continue;
- // (10 frames per second)
- a.curr_row = (tick / 100) % a.row;
- a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col;
- a.spritesheet.mask = a.spritesheet.mask;
+
+ double frame_duration = 1.0f / a.fps;
+
+ int cycle_end = (a.cycle_end == -1) ? a.row : cycle_end;
+ int total_frames = cycle_end - a.cycle_start;
+
+
+ int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
+
+ a.curr_row = a.cycle_start + curr_frame;
+ a.spritesheet.mask.x = std::clamp((a.curr_row * a.spritesheet.mask.w - a.offset_x), 0, a.spritesheet.mask.w);
+ a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h);
+
+ if (!a.looping && curr_frame == total_frames) {
+ a.active = false;
+ }
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index f8179a9..e8a5158 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -1,9 +1,7 @@
#pragma once
#include "System.h"
-
-//TODO:
-// control if flip works with animation system
+#include "api/LoopTimer.h"
namespace crepe {
@@ -26,6 +24,9 @@ public:
* looping).
*/
void update() override;
+
+private:
+ LoopTimer & timer = LoopTimer::get_instance();
};
} // namespace crepe