diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/animation_system.cpp | 29 | ||||
-rw-r--r-- | src/renderer.cpp | 2 | ||||
-rw-r--r-- | src/script_system.cpp | 3 | ||||
-rw-r--r-- | src/sprite.h | 8 |
4 files changed, 31 insertions, 11 deletions
diff --git a/src/animation_system.cpp b/src/animation_system.cpp index 997b7f7..3f3f22a 100644 --- a/src/animation_system.cpp +++ b/src/animation_system.cpp | |||
@@ -65,21 +65,26 @@ void AnimationSystem::initSprite(int spriteId, std::string_view filename) { | |||
65 | std::string animLine; | 65 | std::string animLine; |
66 | std::getline(datafile, animLine); // blank | 66 | std::getline(datafile, animLine); // blank |
67 | while (std::getline(datafile, animLine)) { | 67 | while (std::getline(datafile, animLine)) { |
68 | std::regex re(R"(([a-z]+)\[([a-z_]+)\]: ([0-9,]+))"); | 68 | std::regex re(R"(([a-z!]+)\[([a-z_]+)\]: ([0-9,]+))"); |
69 | std::smatch m; | 69 | std::smatch m; |
70 | std::regex_match(animLine, m, re); | 70 | std::regex_match(animLine, m, re); |
71 | 71 | ||
72 | std::vector<int> frames; | 72 | std::string animName = m[1]; |
73 | Animation anim; | ||
73 | auto framestrs = splitStr<std::list<std::string>>(m[3], ","); | 74 | auto framestrs = splitStr<std::list<std::string>>(m[3], ","); |
74 | for (const std::string& f : framestrs) { | 75 | for (const std::string& f : framestrs) { |
75 | frames.push_back(std::stoi(f)); | 76 | anim.frameIndices.push_back(std::stoi(f)); |
77 | } | ||
78 | |||
79 | if (animName.back() == '!') { | ||
80 | anim.looping = false; | ||
76 | } | 81 | } |
77 | 82 | ||
78 | int animId = sprite.animations.size(); | 83 | int animId = sprite.animations.size(); |
79 | sprite.animations.push_back(std::move(frames)); | 84 | sprite.animations.push_back(std::move(anim)); |
80 | 85 | ||
81 | Direction dir = directionFromString(std::string(m[2])); | 86 | Direction dir = directionFromString(std::string(m[2])); |
82 | sprite.nameDirToAnim[m[1]][dir] = animId; | 87 | sprite.nameDirToAnim[animName][dir] = animId; |
83 | } | 88 | } |
84 | 89 | ||
85 | updateAnimation(spriteId); | 90 | updateAnimation(spriteId); |
@@ -89,10 +94,17 @@ void AnimationSystem::tick(double dt) { | |||
89 | animTimer_.accumulate(dt); | 94 | animTimer_.accumulate(dt); |
90 | while (animTimer_.step()) { | 95 | while (animTimer_.step()) { |
91 | for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { | 96 | for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { |
92 | if (sprite.isAnimated) { | 97 | if (sprite.isAnimated && !sprite.animFinished) { |
93 | sprite.animationFrame++; | 98 | sprite.animationFrame++; |
94 | if (sprite.animationFrame >= sprite.animations[sprite.animationId].size()) { | 99 | if (sprite.animations[sprite.animationId].looping) { |
95 | sprite.animationFrame = 0; | 100 | if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size()) { |
101 | sprite.animationFrame = 0; | ||
102 | } | ||
103 | } else { | ||
104 | if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size() - 1) { | ||
105 | sprite.animationFrame = sprite.animations[sprite.animationId].frameIndices.size() - 1; | ||
106 | sprite.animFinished = true; | ||
107 | } | ||
96 | } | 108 | } |
97 | } | 109 | } |
98 | } | 110 | } |
@@ -119,4 +131,5 @@ void AnimationSystem::updateAnimation(int spriteId) { | |||
119 | Sprite& sprite = game_.getSprite(spriteId); | 131 | Sprite& sprite = game_.getSprite(spriteId); |
120 | sprite.animationId = sprite.nameDirToAnim[sprite.animationName][sprite.dir]; | 132 | sprite.animationId = sprite.nameDirToAnim[sprite.animationName][sprite.dir]; |
121 | sprite.animationFrame = 0; | 133 | sprite.animationFrame = 0; |
134 | sprite.animFinished = false; | ||
122 | } | 135 | } |
diff --git a/src/renderer.cpp b/src/renderer.cpp index f07931b..a7169e9 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp | |||
@@ -130,7 +130,7 @@ void Renderer::render(Game& game) { | |||
130 | SDL_RenderCopy(ren_.get(), textures_.at(shadowTexId).get(), nullptr, &shadowDest); | 130 | SDL_RenderCopy(ren_.get(), textures_.at(shadowTexId).get(), nullptr, &shadowDest); |
131 | } | 131 | } |
132 | 132 | ||
133 | const SpriteFrame& frame = sprite.frames.at(sprite.animations.at(sprite.animationId).at(sprite.animationFrame)); | 133 | const SpriteFrame& frame = sprite.frames.at(sprite.animations.at(sprite.animationId).frameIndices.at(sprite.animationFrame)); |
134 | const SDL_Rect& src = frame.srcRect; | 134 | const SDL_Rect& src = frame.srcRect; |
135 | SDL_Rect dest { sprite.loc.x() - frame.center.x(), sprite.loc.y() - frame.center.y(), frame.size.w(), frame.size.h() }; | 135 | SDL_Rect dest { sprite.loc.x() - frame.center.x(), sprite.loc.y() - frame.center.y(), frame.size.w(), frame.size.h() }; |
136 | SDL_RenderCopy(ren_.get(), textures_.at(loadImageFromFile(sprite.spritesheet)).get(), &src, &dest); | 136 | SDL_RenderCopy(ren_.get(), textures_.at(loadImageFromFile(sprite.spritesheet)).get(), &src, &dest); |
diff --git a/src/script_system.cpp b/src/script_system.cpp index 5b9b987..3f89290 100644 --- a/src/script_system.cpp +++ b/src/script_system.cpp | |||
@@ -16,7 +16,8 @@ ScriptSystem::ScriptSystem(Game& game) : game_(game) { | |||
16 | "dir", &Sprite::dir, | 16 | "dir", &Sprite::dir, |
17 | "followers", &Sprite::followers, | 17 | "followers", &Sprite::followers, |
18 | "characterState", &Sprite::characterState, | 18 | "characterState", &Sprite::characterState, |
19 | "controllable", &Sprite::controllable); | 19 | "controllable", &Sprite::controllable, |
20 | "animFinished", &Sprite::animFinished); | ||
20 | 21 | ||
21 | engine_.new_usertype<MessageSystem>( | 22 | engine_.new_usertype<MessageSystem>( |
22 | "message", | 23 | "message", |
diff --git a/src/sprite.h b/src/sprite.h index 84a7b03..fcf7e1d 100644 --- a/src/sprite.h +++ b/src/sprite.h | |||
@@ -16,6 +16,11 @@ struct SpriteFrame { | |||
16 | vec2i size; | 16 | vec2i size; |
17 | }; | 17 | }; |
18 | 18 | ||
19 | struct Animation { | ||
20 | bool looping = true; | ||
21 | std::vector<int> frameIndices; | ||
22 | }; | ||
23 | |||
19 | enum class CharacterState { | 24 | enum class CharacterState { |
20 | Still, | 25 | Still, |
21 | Walking, | 26 | Walking, |
@@ -48,8 +53,9 @@ public: | |||
48 | int animationId = 0; | 53 | int animationId = 0; |
49 | int animationFrame = 0; | 54 | int animationFrame = 0; |
50 | std::vector<SpriteFrame> frames; | 55 | std::vector<SpriteFrame> frames; |
51 | std::vector<std::vector<int>> animations; | 56 | std::vector<Animation> animations; |
52 | std::map<std::string, std::map<Direction, int>> nameDirToAnim; | 57 | std::map<std::string, std::map<Direction, int>> nameDirToAnim; |
58 | bool animFinished = false; | ||
53 | bool hasShadow = false; | 59 | bool hasShadow = false; |
54 | 60 | ||
55 | // Character | 61 | // Character |