[Add] Added Animating sprites. -- Bit buggy right now.
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.5 KiB |
BIN
Data/Img/Player/Front/Player_F.000.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
Data/Img/Player/Front/Player_F.001.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
Data/Img/Player/Front/Player_F.002.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
Data/Img/Player/Front/Player_F.003.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
3
Data/Img/Player/Front/Player_F.txt
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
2;
|
||||||
|
Idle 1 1;
|
||||||
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Walk 2 4;
|
0
Data/Img/Player/Player_F
Normal file
BIN
Data/Img/Reniesta.png
Normal file
After Width: | Height: | Size: 6.8 KiB |
@ -13,6 +13,13 @@ Actor::Actor(void) {
|
|||||||
_lastStepSFXPlayed = -1;
|
_lastStepSFXPlayed = -1;
|
||||||
|
|
||||||
_velocity = 4.0f;
|
_velocity = 4.0f;
|
||||||
|
_direction = Front;
|
||||||
|
_preventMovement = NONE;
|
||||||
|
|
||||||
|
_actorLeft = new AnimatingSprite();
|
||||||
|
_actorRight = new AnimatingSprite();
|
||||||
|
_actorFront = new AnimatingSprite();
|
||||||
|
_actorBack = new AnimatingSprite();
|
||||||
}
|
}
|
||||||
|
|
||||||
Actor::~Actor(void) {
|
Actor::~Actor(void) {
|
||||||
@ -23,6 +30,10 @@ Actor::~Actor(void) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
delete _actor;
|
delete _actor;
|
||||||
|
delete _actorLeft;
|
||||||
|
delete _actorRight;
|
||||||
|
delete _actorFront;
|
||||||
|
delete _actorBack;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Actor::LoadSprite(const char* filename) {
|
void Actor::LoadSprite(const char* filename) {
|
||||||
@ -35,6 +46,24 @@ void Actor::Update(float dt) {
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|||||||
float oldX = x = _actor->GetX();
|
float oldX = x = _actor->GetX();
|
||||||
float oldY = y = _actor->GetY();
|
float oldY = y = _actor->GetY();
|
||||||
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|
||||||
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|
||||||
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if(_direction == LEFT) {
|
||||||
|
_actorLeft->Update(dt);
|
||||||
|
}
|
||||||
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else if(_direction == RIGHT) {
|
||||||
|
_actorRight->Update(dt);
|
||||||
|
}
|
||||||
|
else if(_direction == Front) {
|
||||||
|
_actorFront->Update(dt);
|
||||||
|
}
|
||||||
|
else if(_direction == BACK) {
|
||||||
|
_actorBack->Update(dt);
|
||||||
|
}
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||||||
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|
||||||
|
// We should check for collisions now.
|
||||||
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|
||||||
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|
||||||
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|
||||||
Move(dt);
|
Move(dt);
|
||||||
|
|
||||||
if(x != oldX || y != oldY) {
|
if(x != oldX || y != oldY) {
|
||||||
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@ -2,12 +2,27 @@
|
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#include <SDL/SDL.h>
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#include <SDL/SDL.h>
|
||||||
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|
||||||
#include "../Sprite/Sprite.h"
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#include "../Sprite/Sprite.h"
|
||||||
|
#include "../Animation/AnimatingSprite.h"
|
||||||
#include "../Math/Vec2.h"
|
#include "../Math/Vec2.h"
|
||||||
|
|
||||||
class SoundEffect;
|
class SoundEffect;
|
||||||
|
|
||||||
class Actor {
|
class Actor {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
enum Facing {
|
||||||
|
Front,
|
||||||
|
BACK,
|
||||||
|
LEFT,
|
||||||
|
RIGHT,
|
||||||
|
NONE
|
||||||
|
};
|
||||||
|
|
||||||
|
enum Status {
|
||||||
|
WALKING,
|
||||||
|
HURT
|
||||||
|
};
|
||||||
|
|
||||||
Actor(void);
|
Actor(void);
|
||||||
~Actor(void);
|
~Actor(void);
|
||||||
|
|
||||||
@ -24,21 +39,22 @@ public:
|
|||||||
|
|
||||||
void SetXY(float xArg, float yArg) { x = xArg; y = yArg; }
|
void SetXY(float xArg, float yArg) { x = xArg; y = yArg; }
|
||||||
|
|
||||||
int GetDirection(void) { return _direction; }
|
Facing GetDirection(void) { return _direction; }
|
||||||
void SetDirection(int direction) { _direction = direction; }
|
void SetDirection(Facing direction) { _direction = direction; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
virtual void Move(float dt) = 0;
|
virtual void Move(float dt) = 0;
|
||||||
|
|
||||||
float _velocity;
|
float _velocity;
|
||||||
int _direction;
|
|
||||||
|
|
||||||
static const int ANIM_LEFT_FOOT = 0;
|
|
||||||
static const int ANIM_NO_FOOT = 1;
|
|
||||||
static const int ANIM_RIGHT_FOOT = 2;
|
|
||||||
static const int ANIM_ATTACK = 3;
|
|
||||||
|
|
||||||
Sprite* _actor;
|
Sprite* _actor;
|
||||||
|
AnimatingSprite* _actorLeft;
|
||||||
|
AnimatingSprite* _actorRight;
|
||||||
|
AnimatingSprite* _actorFront;
|
||||||
|
AnimatingSprite* _actorBack;
|
||||||
|
|
||||||
|
Facing _direction;
|
||||||
|
Facing _preventMovement;
|
||||||
|
|
||||||
float x;
|
float x;
|
||||||
float y;
|
float y;
|
||||||
@ -47,8 +63,6 @@ private:
|
|||||||
float w;
|
float w;
|
||||||
float h;
|
float h;
|
||||||
|
|
||||||
Vec2 _spriteVector[4][4];
|
|
||||||
|
|
||||||
SoundEffect* _stepSFX[4];
|
SoundEffect* _stepSFX[4];
|
||||||
int _lastStepSFXPlayed;
|
int _lastStepSFXPlayed;
|
||||||
};
|
};
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
#include "NPC.h"
|
#include "NPC.h"
|
||||||
|
|
||||||
NPC::NPC(void) : Actor() {
|
NPC::NPC(void) : Actor() {
|
||||||
|
LoadSprite("../Data/Img/Player.png");
|
||||||
}
|
}
|
||||||
|
|
||||||
NPC::~NPC(void) {
|
NPC::~NPC(void) {
|
||||||
|
@ -2,6 +2,10 @@
|
|||||||
#include "../IO/Input.h"
|
#include "../IO/Input.h"
|
||||||
|
|
||||||
Player::Player(void) : Actor() {
|
Player::Player(void) : Actor() {
|
||||||
|
Actor::_actorFront->LoadAnimatingSprite("Player_f", "../Data/Img/Player/Front/Player_F", "../Data/Img/Player/Player_F", 4, _velocity);
|
||||||
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//Actor::_actorFront->LoadAnimatingSprite("Player_b", "../Data/Img/Player/Front/Player_B", "../Data/Img/Player/Player_B", 4, _velocity);
|
||||||
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//Actor::_actorFront->LoadAnimatingSprite("Player_L", "../Data/Img/Player/Front/Player_L", "../Data/Img/Player/Player_L", 4, _velocity);
|
||||||
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//Actor::_actorFront->LoadAnimatingSprite("Player_R", "../Data/Img/Player/Front/Player_R", "../Data/Img/Player/Player_R", 4, _velocity);
|
||||||
}
|
}
|
||||||
|
|
||||||
Player::~Player(void) {
|
Player::~Player(void) {
|
||||||
|
@ -59,13 +59,34 @@ void AnimatingSprite::Update(float dt) {
|
|||||||
|
|
||||||
|
|
||||||
void AnimatingSprite::LoadAnimatingSprite(const char* id, const char* filename, const char* sequence, int frames, float animationSpeed) {
|
void AnimatingSprite::LoadAnimatingSprite(const char* id, const char* filename, const char* sequence, int frames, float animationSpeed) {
|
||||||
|
for(int i = 0; i < frames; i++) {
|
||||||
|
String tempFilename;
|
||||||
|
tempFilename = "";
|
||||||
|
if(i < 10) {
|
||||||
|
tempFilename.Format("%s.00%i.png", filename, i);
|
||||||
|
}
|
||||||
|
else if(i < 100) {
|
||||||
|
tempFilename.Format("%s.0%i.png", filename, i);
|
||||||
|
} else {
|
||||||
|
tempFilename.Format("%s.%i.png", filename, i);
|
||||||
|
}
|
||||||
|
_sprites[_spriteCounter] = new Sprite();
|
||||||
|
_sprites[_spriteCounter]->LoadSprite((const char*)tempFilename);
|
||||||
|
_spriteCounter++;
|
||||||
|
}
|
||||||
|
_id = id;
|
||||||
|
_numberOfFrames = frames;
|
||||||
|
_animationSpeed = animationSpeed;
|
||||||
|
_sequence = new AnimationSequence(sequence);
|
||||||
|
SetCurrentAnimation(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AnimatingSprite::SetCurrentAnimation(const char* filename) {
|
void AnimatingSprite::SetCurrentAnimation(const char* animation) {
|
||||||
|
_currentAnimation = _sequence->GetAnimation(animation)->_animationID;
|
||||||
|
_currentFrame = _sequence->GetAnimation(animation)->frameBegin;
|
||||||
}
|
}
|
||||||
|
|
||||||
void AnimatingSprite::SetCurrentAnimation(int index) {
|
void AnimatingSprite::SetCurrentAnimation(int index) {
|
||||||
|
_currentAnimation = _sequence->GetAnimation(index)->_animationID;
|
||||||
|
_currentFrame = _sequence->GetAnimation(index)->frameBegin;
|
||||||
}
|
}
|
||||||
|
@ -29,11 +29,11 @@ private:
|
|||||||
int _spriteCounter;
|
int _spriteCounter;
|
||||||
AnimationSequence* _sequence;
|
AnimationSequence* _sequence;
|
||||||
|
|
||||||
String _id;
|
const char* _id;
|
||||||
float _animationSpeed;
|
float _animationSpeed;
|
||||||
float _timer;
|
float _timer;
|
||||||
int _currentFrame;
|
int _currentFrame;
|
||||||
int _numberOfFrames;
|
int _numberOfFrames;
|
||||||
|
|
||||||
String _currentAnimation;
|
const char* _currentAnimation;
|
||||||
};
|
};
|
||||||
|
@ -24,7 +24,6 @@ AnimationSequence::AnimationSequence(void) {
|
|||||||
AnimationSequence::AnimationSequence(const char* filename) {
|
AnimationSequence::AnimationSequence(const char* filename) {
|
||||||
_numberOfFrames = 0;
|
_numberOfFrames = 0;
|
||||||
_sequenceID = filename;
|
_sequenceID = filename;
|
||||||
_sequenceID.Concatenate(".txt");
|
|
||||||
ReadFile();
|
ReadFile();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -70,7 +69,7 @@ void AnimationSequence::ReadFile(void) {
|
|||||||
_animations[index]->_loopTo = loop;
|
_animations[index]->_loopTo = loop;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
//Debug::logger->message("%s does not exist.", _sequenceID);
|
Debug::logger->message("%s does not exist.", _sequenceID);
|
||||||
assert(false);
|
assert(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,7 +12,7 @@
|
|||||||
|
|
||||||
class AnimationSequence {
|
class AnimationSequence {
|
||||||
struct Animation {
|
struct Animation {
|
||||||
String _animationID;
|
const char* _animationID;
|
||||||
int frameBegin;
|
int frameBegin;
|
||||||
int frameEnd;
|
int frameEnd;
|
||||||
String _loopTo;
|
String _loopTo;
|
||||||
@ -30,7 +30,7 @@ public:
|
|||||||
private:
|
private:
|
||||||
const char* Scan(char* source, int& counter);
|
const char* Scan(char* source, int& counter);
|
||||||
|
|
||||||
String _sequenceID;
|
const char* _sequenceID;
|
||||||
int _numberOfFrames;
|
int _numberOfFrames;
|
||||||
FileReader _file;
|
FileReader _file;
|
||||||
Animation* _animations[MAX_FRAMES];
|
Animation* _animations[MAX_FRAMES];
|
||||||
|
@ -20,9 +20,6 @@ Game::Game(void) {
|
|||||||
_NPC = new NPC();
|
_NPC = new NPC();
|
||||||
_level = new Level();
|
_level = new Level();
|
||||||
|
|
||||||
_player->LoadSprite("../Data/Img/Player.png");
|
|
||||||
_NPC->LoadSprite("../Data/Img/Player.png");
|
|
||||||
|
|
||||||
_NPC->SetXY(30.0f, 30.0f);
|
_NPC->SetXY(30.0f, 30.0f);
|
||||||
|
|
||||||
_testFont = new Font();
|
_testFont = new Font();
|
||||||
|
@ -101,4 +101,3 @@ void Sprite::SetTexture(Texture* texture) {
|
|||||||
this->texture = texture;
|
this->texture = texture;
|
||||||
this->size = Vec2((float)texture->GetWidth(), (float)texture->GetHeight());
|
this->size = Vec2((float)texture->GetWidth(), (float)texture->GetHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,5 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include <cstdarg>
|
||||||
|
#include "../System/String.h"
|
||||||
#include "../Math/Vec2.h"
|
#include "../Math/Vec2.h"
|
||||||
#include "../Math/Rect.h"
|
#include "../Math/Rect.h"
|
||||||
|
|
||||||
|
@ -63,7 +63,7 @@ void Debug::message(const char *msg, ...) {
|
|||||||
// This takes the arguments and puts them into the character array.
|
// This takes the arguments and puts them into the character array.
|
||||||
va_start(vargList, msg);
|
va_start(vargList, msg);
|
||||||
|
|
||||||
#if defined WIN32
|
#ifdef WIN32
|
||||||
outLen = _vsnprintf(outBuf, sizeof(outBuf), msg, vargList);
|
outLen = _vsnprintf(outBuf, sizeof(outBuf), msg, vargList);
|
||||||
#else
|
#else
|
||||||
outLen = vsnprintf(outBuf, sizeof(outBuf), msg, vargList);
|
outLen = vsnprintf(outBuf, sizeof(outBuf), msg, vargList);
|
||||||
|
@ -3,6 +3,8 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include <map>
|
#include <map>
|
||||||
|
|
||||||
|
#include "../System/String.h"
|
||||||
|
|
||||||
class Resource {
|
class Resource {
|
||||||
public:
|
public:
|
||||||
virtual bool Load(const std::string& filename) = 0;
|
virtual bool Load(const std::string& filename) = 0;
|
||||||
|
@ -1,7 +1,10 @@
|
|||||||
|
#ifdef _WIN32
|
||||||
|
#define "windows.h"
|
||||||
|
#endif
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
|
#include <stdarg.h>
|
||||||
#include "String.h"
|
#include "String.h"
|
||||||
#define _CRT_SECURE_NO_WARNINGS
|
#define _CRT_SECURE_NO_WARNINGS
|
||||||
|
|
||||||
@ -40,6 +43,21 @@ int String::Length(void) {
|
|||||||
return strlen(_string);
|
return strlen(_string);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void String::Format(const char* format, ...) {
|
||||||
|
char temp[256];
|
||||||
|
va_list vlist;
|
||||||
|
|
||||||
|
va_start(vlist, format);
|
||||||
|
#ifdef _WIN32
|
||||||
|
vsprintf_s(&temp[0], 256, format, vlist);
|
||||||
|
#else
|
||||||
|
vsnprintf(&temp[0], 256, format, vlist);
|
||||||
|
#endif
|
||||||
|
va_end(vlist);
|
||||||
|
|
||||||
|
memcpy(_string, temp, strlen(temp)+1);
|
||||||
|
}
|
||||||
|
|
||||||
void String::Concatenate(char value) {
|
void String::Concatenate(char value) {
|
||||||
// Concatenate a char on the end of a string.
|
// Concatenate a char on the end of a string.
|
||||||
assert(strlen(_string) + 1 < MAX_STRING_LEN);
|
assert(strlen(_string) + 1 < MAX_STRING_LEN);
|
||||||
|
@ -16,6 +16,8 @@ public:
|
|||||||
void Concatenate(char value);
|
void Concatenate(char value);
|
||||||
int Length(void);
|
int Length(void);
|
||||||
|
|
||||||
|
void Format(const char* format, ...);
|
||||||
|
|
||||||
// Operator overloads.
|
// Operator overloads.
|
||||||
String& operator=(const char* value);
|
String& operator=(const char* value);
|
||||||
String& operator=(String& value);
|
String& operator=(String& value);
|
||||||
|
@ -257,3 +257,4 @@ bool Texture::Load(const std::string& filename) {
|
|||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|