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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
-rw-r--r--src/example/rendering_particle.cpp63
9 files changed, 93 insertions, 61 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
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 9dcaa49..026c9ce 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,5 +1,7 @@
#include "api/Animator.h"
#include "api/Camera.h"
+#include "api/LoopManager.h"
+#include "api/LoopTimer.h"
#include "system/AnimatorSystem.h"
#include "system/ParticleSystem.h"
#include <SDL2/SDL_timer.h>
@@ -16,29 +18,10 @@
#include <crepe/system/RenderSystem.h>
#include <crepe/types.h>
-#include <chrono>
-
using namespace crepe;
using namespace std;
-int main(int argc, char * argv[]) {
- ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
- RenderSystem sys{mgr};
- ParticleSystem psys{mgr};
- AnimatorSystem asys{mgr};
-
- Color color(255, 255, 255, 255);
-
- auto img = Texture("asset/texture/test_ap43.png");
-
- Sprite & test_sprite = game_object.add_component<Sprite>(
- img, color, Sprite::FlipSettings{true, true}, 1, 1, 1.95);
-
- //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
- game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
-
- /*
+/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
@@ -60,9 +43,35 @@ int main(int argc, char * argv[]) {
});
*/
- auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1280, 720},
- vec2{2.59,1.95}, 2.0);
- cam.offset.x = 1;
+class TestScene : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ ComponentManager & mgr = this->component_manager;
+ GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+
+ Color color(255, 255, 255, 255);
+
+ auto img = Texture("asset/spritesheet/spritesheet_test.png");
+
+ Sprite & test_sprite = game_object.add_component<Sprite>(
+ img, color, Sprite::FlipSettings{true, true}, 1, 1, vec2{1, 1});
+
+ //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
+ game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
+
+ auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1280, 720},
+ vec2{2.59, 1.95}, 2.0);
+ }
+
+ string get_name() const { return "TestScene"; };
+};
+
+int main(int argc, char * argv[]) {
+ LoopManager engine;
+ engine.add_scene<TestScene>();
+ engine.start();
/*
game_object
@@ -73,13 +82,5 @@ int main(int argc, char * argv[]) {
= 6;
*/
- auto start = std::chrono::steady_clock::now();
- while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
- psys.update();
- asys.update();
- sys.update();
- SDL_Delay(10);
- }
-
return 0;
}