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PGE 2.20 + Utilities
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/* | ||
Example file for olcUTIL_Animate2D.h | ||
License (OLC-3) | ||
~~~~~~~~~~~~~~~ | ||
Copyright 2018 - 2022 OneLoneCoder.com | ||
Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions | ||
are met: | ||
1. Redistributions or derivations of source code must retain the above | ||
copyright notice, this list of conditions and the following disclaimer. | ||
2. Redistributions or derivative works in binary form must reproduce | ||
the above copyright notice. This list of conditions and the following | ||
disclaimer must be reproduced in the documentation and/or other | ||
materials provided with the distribution. | ||
3. Neither the name of the copyright holder nor the names of its | ||
contributors may be used to endorse or promote products derived | ||
from this software without specific prior written permission. | ||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | ||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | ||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | ||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | ||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | ||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | ||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | ||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | ||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
Links | ||
~~~~~ | ||
YouTube: https://www.youtube.com/javidx9 | ||
Discord: https://discord.gg/WhwHUMV | ||
Twitter: https://www.twitter.com/javidx9 | ||
Twitch: https://www.twitch.tv/javidx9 | ||
GitHub: https://www.github.com/onelonecoder | ||
Homepage: https://www.onelonecoder.com | ||
Author | ||
~~~~~~ | ||
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022 | ||
*/ | ||
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#define OLC_PGE_APPLICATION | ||
#include "olcPixelGameEngine.h" | ||
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#include "utilities/olcUTIL_Animate2D.h" | ||
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class TEST_Animate2D : public olc::PixelGameEngine | ||
{ | ||
public: | ||
TEST_Animate2D() | ||
{ | ||
sAppName = "Animate2D Utility Test"; | ||
} | ||
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// These are the states the dude can exist in, we'll need these for physics | ||
// and animation. The physics side of things moves the dude around according to state, | ||
// while the animator chooses the frames based upon state and time | ||
enum class DudeState: uint8_t | ||
{ | ||
WALK_N, WALK_S, WALK_E, WALK_W, IDLE_STAND, LAUGH, CHEER, YES, NO | ||
}; | ||
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// !! - IMPORTANT - !! | ||
// The animation set | ||
olc::utils::Animate2D::Animation<DudeState> animDude; | ||
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// One big sprite containing all the graphics | ||
olc::Renderable gfxAll; | ||
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// Small object to reprsent a dude walking around doing things | ||
struct sWalkingDude | ||
{ | ||
// Which dude overall out of graophic? | ||
int32_t id = 0; | ||
// Where are they? | ||
olc::vf2d pos; | ||
// What are they doing? | ||
DudeState UserState = DudeState::IDLE_STAND; | ||
// For how long should they do it? | ||
float fTick = 0.0f; | ||
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// !! - IMPORTANT - !! | ||
// Animation Token - links this object's state to animator. Note | ||
// there is no 'ownership' or memory issues here, this is a token | ||
// that the animator can use to quickly get to where it needs | ||
// in order to return frames upon request for this object. | ||
olc::utils::Animate2D::AnimationState animstate; | ||
}; | ||
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// Introducing.... The dudes! | ||
size_t nDudes = 500; | ||
std::vector<sWalkingDude> vDudes; | ||
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public: | ||
bool OnUserCreate() override | ||
{ | ||
// For this appliaction I have a single image that contains | ||
// 28x2 unique characters, each character contains 8 animations of 3 | ||
// frames each. Each frame is 26x36 pixels | ||
gfxAll.Load("./assets/MegaSprite1.png"); | ||
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// Thats A LOT of individual graphics, but they all follow a similar pattern | ||
// because the asset was created usefully (take note certain popular asset creators) | ||
// which means we can reuse the animation without needing to define it | ||
// individually for all the "dudes" - the "cookie cutter" approach | ||
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// Manually construct sequences - gfxAll could in fact be nullptr for this | ||
// application, but ive kept it here for convenience | ||
olc::utils::Animate2D::FrameSequence anim_fs_walk_s; | ||
anim_fs_walk_s.AddFrame({ &gfxAll, {{0,0}, {26,36}} }); | ||
anim_fs_walk_s.AddFrame({ &gfxAll, {{26,0}, {26,36}} }); | ||
anim_fs_walk_s.AddFrame({ &gfxAll, {{52,0}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_walk_w; | ||
anim_fs_walk_w.AddFrame({ &gfxAll, {{ 0,36}, {26,36}} }); | ||
anim_fs_walk_w.AddFrame({ &gfxAll, {{26,36}, {26,36}} }); | ||
anim_fs_walk_w.AddFrame({ &gfxAll, {{52,36}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_walk_e; | ||
anim_fs_walk_e.AddFrame({ &gfxAll, {{ 0,72}, {26,36}} }); | ||
anim_fs_walk_e.AddFrame({ &gfxAll, {{26,72}, {26,36}} }); | ||
anim_fs_walk_e.AddFrame({ &gfxAll, {{52,72}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_walk_n; | ||
anim_fs_walk_n.AddFrame({ &gfxAll, {{ 0,108}, {26,36}} }); | ||
anim_fs_walk_n.AddFrame({ &gfxAll, {{26,108}, {26,36}} }); | ||
anim_fs_walk_n.AddFrame({ &gfxAll, {{52,108}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_yes; | ||
anim_fs_yes.AddFrame({ &gfxAll, {{ 0,144}, {26,36}} }); | ||
anim_fs_yes.AddFrame({ &gfxAll, {{26,144}, {26,36}} }); | ||
anim_fs_yes.AddFrame({ &gfxAll, {{52,144}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_no; | ||
anim_fs_no.AddFrame({ &gfxAll, {{ 0,180}, {26,36}} }); | ||
anim_fs_no.AddFrame({ &gfxAll, {{26,180}, {26,36}} }); | ||
anim_fs_no.AddFrame({ &gfxAll, {{52,180}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_laugh; | ||
anim_fs_laugh.AddFrame({ &gfxAll, {{ 0,216}, {26,36}} }); | ||
anim_fs_laugh.AddFrame({ &gfxAll, {{26,216}, {26,36}} }); | ||
anim_fs_laugh.AddFrame({ &gfxAll, {{52,216}, {26,36}} }); | ||
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olc::utils::Animate2D::FrameSequence anim_fs_cheer; | ||
anim_fs_cheer.AddFrame({ &gfxAll, {{ 0,252}, {26,36}} }); | ||
anim_fs_cheer.AddFrame({ &gfxAll, {{26,252}, {26,36}} }); | ||
anim_fs_cheer.AddFrame({ &gfxAll, {{52,252}, {26,36}} }); | ||
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// A special "idle" animation just consists of a single frame | ||
olc::utils::Animate2D::FrameSequence anim_fs_idle; | ||
anim_fs_idle.AddFrame({ &gfxAll, {{26,0}, {26,36}} }); | ||
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// We have constructed teh individual sequences, now its time | ||
// to add them to an animation, along with a state name/enum. | ||
// | ||
// I have chosen to use the enum shown earlier. You could use | ||
// std::string too, which is conveninent if you need to display | ||
// the states, though potentially far less performant | ||
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animDude.AddState(DudeState::WALK_S, anim_fs_walk_s); | ||
animDude.AddState(DudeState::WALK_W, anim_fs_walk_w); | ||
animDude.AddState(DudeState::WALK_E, anim_fs_walk_e); | ||
animDude.AddState(DudeState::WALK_N, anim_fs_walk_n); | ||
animDude.AddState(DudeState::IDLE_STAND, anim_fs_idle); | ||
animDude.AddState(DudeState::YES, anim_fs_yes); | ||
animDude.AddState(DudeState::NO, anim_fs_no); | ||
animDude.AddState(DudeState::LAUGH, anim_fs_laugh); | ||
animDude.AddState(DudeState::CHEER, anim_fs_cheer); | ||
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// Initialise the dudes | ||
for (size_t n = 0; n < nDudes; n++) | ||
{ | ||
sWalkingDude dude; | ||
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// Random dude | ||
dude.id = rand() % (28 * 2); | ||
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// Begin in idle state, at random location | ||
dude.UserState = DudeState::IDLE_STAND; | ||
dude.pos = { float(rand() % ScreenWidth()), float(rand() % ScreenHeight()) }; | ||
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// The animation token needs to be updated too | ||
animDude.ChangeState(dude.animstate, dude.UserState); | ||
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vDudes.push_back(dude); | ||
} | ||
return true; | ||
} | ||
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bool OnUserUpdate(float fElapsedTime) override | ||
{ | ||
// Update Dudes | ||
float fSpeed = 32.0f; | ||
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for (auto& dude : vDudes) | ||
{ | ||
// If a dude's tick reaches 0, it will select a new state | ||
dude.fTick -= fElapsedTime; | ||
if (dude.fTick < 0.0f) | ||
{ | ||
// Choose one out of the 9 randomly | ||
int nAction = rand() % 9; | ||
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// Choose for how long it should do it in seconds | ||
dude.fTick = (float(rand()) / float(RAND_MAX)) * 5.0f; | ||
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// Assign the state depending on the dice roll - (since enum | ||
// we could cast here too, but, well, meh...) | ||
if (nAction == 0) dude.UserState = DudeState::IDLE_STAND; | ||
if (nAction == 1) dude.UserState = DudeState::WALK_S; | ||
if (nAction == 2) dude.UserState = DudeState::WALK_N; | ||
if (nAction == 3) dude.UserState = DudeState::WALK_E; | ||
if (nAction == 4) dude.UserState = DudeState::WALK_W; | ||
if (nAction == 5) dude.UserState = DudeState::YES; | ||
if (nAction == 6) dude.UserState = DudeState::NO; | ||
if (nAction == 7) dude.UserState = DudeState::LAUGH; | ||
if (nAction == 8) dude.UserState = DudeState::CHEER; | ||
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// State has changed, so update animation token | ||
// !! - IMPORTANT - !! | ||
animDude.ChangeState(dude.animstate, dude.UserState); | ||
} | ||
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// Update "physics", if walking move in that direction at speed | ||
if (dude.UserState == DudeState::WALK_S) dude.pos += olc::vf2d(0, +1) * fSpeed * fElapsedTime; | ||
if (dude.UserState == DudeState::WALK_N) dude.pos += olc::vf2d(0, -1) * fSpeed * fElapsedTime; | ||
if (dude.UserState == DudeState::WALK_E) dude.pos += olc::vf2d(+1, 0) * fSpeed * fElapsedTime; | ||
if (dude.UserState == DudeState::WALK_W) dude.pos += olc::vf2d(-1, 0) * fSpeed * fElapsedTime; | ||
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// If walk off screen, wrap around to other side | ||
if (dude.pos.x > ScreenWidth()) dude.pos.x -= ScreenWidth(); | ||
if (dude.pos.y > ScreenHeight()) dude.pos.x -= ScreenHeight(); | ||
if (dude.pos.x < 0) dude.pos.x += ScreenWidth(); | ||
if (dude.pos.y < 0) dude.pos.y += ScreenHeight(); | ||
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// Update animation token every frame | ||
// !! - IMPORTANT - !! | ||
animDude.UpdateState(dude.animstate, fElapsedTime); | ||
} | ||
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// Render Dudes | ||
for (const auto& dude : vDudes) | ||
{ | ||
// Get the frame, this contains both source image and source location rectangle | ||
// !! - IMPORTANT - !! | ||
const auto& frame = animDude.GetFrame(dude.animstate); | ||
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// Thats cool, but there are 28x2 dudes on the sprite sheet, so using the ID, construct | ||
// an offset to the correct dude | ||
olc::vi2d vOffset = { (dude.id % 28) * 78, (dude.id / 28) * 288 }; | ||
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// Use DrawPartialDecal to chop out the correct dude frm the image source | ||
DrawPartialDecal(dude.pos, frame.GetSourceImage()->Decal(), frame.GetSourceRect().pos + vOffset, frame.GetSourceRect().size); | ||
} | ||
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// That's it | ||
return true; | ||
} | ||
}; | ||
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int main() | ||
{ | ||
TEST_Animate2D demo; | ||
if (demo.Construct(640, 480, 2, 2)) | ||
demo.Start(); | ||
return 0; | ||
} |
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