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#include "animation_system.h"
#include <fstream>
#include <string>
#include <list>
#include "game.h"
#include "vector.h"
#include "util.h"
void AnimationSystem::initSprite(int spriteId, std::string_view filename, Renderer& renderer) {
std::ifstream datafile(filename.data());
if (!datafile.is_open()) {
throw std::invalid_argument(std::string("Could not find sprite datafile: ") + std::string(filename));
}
Sprite& sprite = game_.getSprite(spriteId);
sprite.isAnimated = true;
char ch;
std::string line;
std::string imagename;
datafile >> imagename;
sprite.textureId = renderer.loadImageFromFile(imagename);
std::string framefilename;
datafile >> framefilename;
std::ifstream framefile(framefilename);
if (!framefile.is_open()) {
throw std::invalid_argument("Could not find frame datafile: " + framefilename);
}
vec2i cellSize;
framefile >> cellSize.w();
framefile >> ch; //,
framefile >> cellSize.h();
std::getline(framefile, line); // cell size
int framesPerRow;
framefile >> framesPerRow;
std::getline(framefile, line); // frames per row
int numFrames;
framefile >> numFrames;
std::getline(framefile, line); // frames
std::getline(framefile, line); // blank
for (int i=0; i<numFrames; i++) {
SpriteFrame f;
framefile >> f.size.w();
framefile >> ch; //,
framefile >> f.size.h();
framefile >> ch; //,
framefile >> f.center.x();
framefile >> ch; //,
framefile >> f.center.y();
std::getline(framefile, line); // blank
f.srcRect.x = (i % framesPerRow) * cellSize.w();
f.srcRect.y = (i / framesPerRow) * cellSize.h();
f.srcRect.w = f.size.w();
f.srcRect.h = f.size.h();
sprite.frames.push_back(std::move(f));
}
std::string animLine;
std::getline(datafile, animLine); // blank
while (std::getline(datafile, animLine)) {
std::regex re(R"(([a-z]+)\[([a-z_]+)\]: ([0-9,]+))");
std::smatch m;
std::regex_match(animLine, m, re);
std::vector<int> frames;
auto framestrs = splitStr<std::list<std::string>>(m[3], ",");
for (const std::string& f : framestrs) {
frames.push_back(std::stoi(f));
}
int animId = sprite.animations.size();
sprite.animations.push_back(std::move(frames));
Direction dir = directionFromString(std::string(m[2]));
sprite.nameDirToAnim[m[1]][dir] = animId;
}
updateAnimation(spriteId);
}
void AnimationSystem::tick(double dt) {
animTimer_.accumulate(dt);
while (animTimer_.step()) {
for (Sprite& sprite : game_.getSprites() | game_.spriteView()) {
if (sprite.isAnimated) {
sprite.animationFrame++;
if (sprite.animationFrame >= sprite.animations[sprite.animationId].size()) {
sprite.animationFrame = 0;
}
}
}
}
}
void AnimationSystem::setSpriteDirection(int spriteId, Direction dir) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.dir != dir) {
sprite.dir = dir;
updateAnimation(spriteId);
}
}
void AnimationSystem::setSpriteAnimation(int spriteId, std::string_view name) {
Sprite& sprite = game_.getSprite(spriteId);
if (sprite.animationName != name) {
sprite.animationName = name;
updateAnimation(spriteId);
}
}
void AnimationSystem::updateAnimation(int spriteId) {
Sprite& sprite = game_.getSprite(spriteId);
sprite.animationId = sprite.nameDirToAnim[sprite.animationName][sprite.dir];
sprite.animationFrame = 0;
}
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