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-rw-r--r--src/crepe/api/Animator.cpp2
-rw-r--r--src/crepe/api/Camera.h39
-rw-r--r--src/crepe/facade/SDLContext.cpp36
-rw-r--r--src/crepe/facade/SDLContext.h2
-rw-r--r--src/crepe/system/AnimatorSystem.cpp3
-rw-r--r--src/crepe/system/AnimatorSystem.h3
-rw-r--r--src/crepe/system/RenderSystem.cpp1
-rw-r--r--src/example/rendering.cpp9
8 files changed, 43 insertions, 52 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 464b0fd..f3d809c 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -18,7 +18,7 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a
animator_rect.h /= col;
animator_rect.w /= row;
animator_rect.x = 0;
- animator_rect.y = col_animator * animator_rect.h;
+ animator_rect.y = (col_animator - 1)* animator_rect.h;
this->active = false;
}
Animator::~Animator() { dbg_trace(); }
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 73d4ef4..dfccd24 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -28,32 +28,25 @@ public:
//! Background color of the camera view.
Color bg_color;
- Vector2 pos = {0,0};
-
- Vector2 screen = {640,480};
-
- Vector2 viewport = {500,500};
-
- /*
- //! screen width in pixel coordinates
- double screen_w = 480;
-
- //! screen height in pixel coordinates
- double screen_h = 640;
-
- //! screen widht in world units
- double viewport_w = 500.0f;
-
- //! screen height in world units
- double viewport_h = 500.0f;
+ /**
+ * \pos The position of the camera in world units
+ */
+ Vector2 pos = {0, 0};
- //! X-coordinate of the camera position. in world space
- double x = 0.0;
+ /**
+ * \screen the display size in pixels ( output resolution )
+ */
+ Vector2 screen = {640, 480};
- //! Y-coordinate of the camera position. in world space
- double y = 0.0;
+ /**
+ * \viewport is the area of the world visible through the camera (in world units)
+ */
+ Vector2 viewport = {500, 500};
- */
+ /**
+ * \scale scaling factor from world units to pixel coordinates
+ */
+ Vector2 scale = {0,0};
//! Zoom level of the camera view.
double zoom = 1.0f;
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 5185adc..785b285 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -111,21 +111,10 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
- double screen_aspect = cam.screen.x / cam.screen.y;
- double viewport_aspect = cam.viewport.x / cam.viewport.y;
- Vector2 scale;
- if (screen_aspect > viewport_aspect) {
- scale.x = scale.y = cam.screen.x / cam.viewport.x;
- } else {
- scale.y = scale.x = cam.screen.y / cam.viewport.y;
- }
-
- Vector2 zoomed_viewport = cam.viewport * cam.zoom;
- Vector2 pixel_coord = (transform.position - cam.pos) * scale;
-
- double pixel_w = sprite.sprite_rect.w * transform.scale * scale.x;
- double pixel_h = sprite.sprite_rect.h * transform.scale * scale.y;
+ Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale;
+ double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x;
+ double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y;
// decides which part of the sprite will be drawn
SDL_Rect srcrect = {
@@ -147,7 +136,18 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const
&dstrect, transform.rotation, NULL, render_flip);
}
-void SDLContext::camera(const Camera & cam) {
+void SDLContext::camera(Camera & cam) {
+
+ double screen_aspect = cam.screen.x / cam.screen.y;
+ double viewport_aspect = cam.viewport.x / cam.viewport.y;
+ Vector2 zoomed_viewport = cam.viewport * cam.zoom;
+
+ if (screen_aspect > viewport_aspect) {
+ cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x;
+ } else {
+ cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y;
+ }
+
if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) {
this->viewport.w = cam.screen.x;
@@ -155,12 +155,6 @@ void SDLContext::camera(const Camera & cam) {
SDL_SetWindowSize(this->game_window.get(), cam.screen.x , cam.screen.y);
}
- /*
- this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2);
- this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2);
-
- */
-
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
}
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 007092b..b69e509 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -137,7 +137,7 @@ private:
* \brief Sets the current camera for rendering.
* \param camera Reference to the Camera object.
*/
- void camera(const Camera & camera);
+ void camera(Camera & camera);
private:
//! sdl Window
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 9d18873..ceb5bfd 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -3,8 +3,8 @@
#include <vector>
#include "api/Animator.h"
-#include "facade/SDLContext.h"
+#include "facade/SDLContext.h"
#include "AnimatorSystem.h"
#include "ComponentManager.h"
@@ -19,6 +19,7 @@ void AnimatorSystem::update() {
uint64_t tick = SDLContext::get_instance().get_ticks();
for (Animator & a : animations) {
if (a.active) {
+ // (10 frames per second)
a.curr_row = (tick / 100) % a.row;
a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col;
a.spritesheet.sprite_rect = a.animator_rect;
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 56cc7b3..f8179a9 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -21,12 +21,11 @@ public:
/**
* \brief Updates the Animator components.
*
- * This method is called periodically (likely every frame) to update the state of all
+ * This method is called to update the state of all
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
void update() override;
- // FIXME: never say "likely" in the documentation lmao
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index fa3d0de..989a82f 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -5,7 +5,6 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
-#include "../util/Log.h"
#include "RenderSystem.h"
diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp
index 3631c76..1db57e5 100644
--- a/src/example/rendering.cpp
+++ b/src/example/rendering.cpp
@@ -1,4 +1,6 @@
+#include "api/Animator.h"
#include "api/Camera.h"
+#include "system/AnimatorSystem.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/system/RenderSystem.h>
@@ -22,6 +24,7 @@ int main() {
ComponentManager mgr{};
RenderSystem sys{mgr};
+ AnimatorSystem anim_sys {mgr};
GameObject obj = mgr.new_object("name", "tag", Vector2{250, 0}, 0, 1);
GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1);
@@ -30,10 +33,10 @@ int main() {
// Normal adding components
{
Color color(0, 0, 0, 0);
- obj.add_component<Sprite>(make_shared<Texture>("../asset/texture/img.png"), color,
+ Sprite & sprite = obj.add_component<Sprite>(make_shared<Texture>("../asset/spritesheet/spritesheet_test.png"), color,
FlipSettings{false, false});
Camera & cam = obj.add_component<Camera>(Color::get_red());
-
+ obj.add_component<Animator>(sprite, 4,1,1).active = true;
}
/*
{
@@ -51,8 +54,10 @@ int main() {
}
*/
+
auto start = std::chrono::steady_clock::now();
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
+ anim_sys.update();
sys.update();
}
}