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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 10:13:42 +00:00

animation wip

This commit is contained in:
ineslelin 2024-01-23 20:16:17 +01:00
parent 091ffb4a33
commit 552168dab3
7 changed files with 75 additions and 4 deletions

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@ -0,0 +1,23 @@
#pragma once
struct Animation
{
int index;
int frames;
int speed;
Animation() {}
Animation(int i, int f, int s)
{
index = i;
frames = f;
speed = s;
}
};
enum AnimationType
{
idle = 0,
walk = 1
};

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@ -10,3 +10,6 @@
#define MAP_SIZE_X 25 #define MAP_SIZE_X 25
#define MAP_SIZE_Y 20 #define MAP_SIZE_Y 20
#define IDLE "idle"
#define WALK "walk"

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@ -2,6 +2,7 @@
#include "Game.h" #include "Game.h"
#include "ECS.h" #include "ECS.h"
#include "Components.h" #include "Components.h"
#include "Defines.h"
class KeyboardController : public Component class KeyboardController : public Component
{ {
@ -14,6 +15,8 @@ public:
SDL_Scancode right; SDL_Scancode right;
//SDL_Scancode action; //SDL_Scancode action;
SpriteComponent* sprite;
KeyboardController(); KeyboardController();
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right/*, SDL_Scancode action*/); KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right/*, SDL_Scancode action*/);

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@ -2,16 +2,38 @@
#include "Components.h" #include "Components.h"
#include "SDL.h" #include "SDL.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "AnimationHandler.h"
#include "Defines.h"
#include <map>
class SpriteComponent : public Component class SpriteComponent : public Component
{ {
public: public:
int animationIndex = 0;
std::map<const char*, Animation> animations;
SpriteComponent() = default; SpriteComponent() = default;
SpriteComponent(const char* path) SpriteComponent(const char* path)
{ {
setTexture(path); setTexture(path);
} }
SpriteComponent(const char* path, bool isAnimated)
{
animated = isAnimated;
Animation idle = Animation((int)AnimationType::idle, 2, 200);
Animation walk = Animation((int)AnimationType::walk, 2, 200);
animations.emplace(IDLE, idle);
animations.emplace(WALK, walk);
play(IDLE);
setTexture(path);
}
~SpriteComponent() ~SpriteComponent()
{ {
SDL_DestroyTexture(this->texture); SDL_DestroyTexture(this->texture);
@ -29,12 +51,19 @@ class SpriteComponent : public Component
this->srcRect.x = this->srcRect.y = 0; this->srcRect.x = this->srcRect.y = 0;
this->srcRect.w = transform->width; this->srcRect.w = transform->width;
this->srcRect.h = transform->height; this->srcRect.h = transform->height;
;
} }
void update() override void update() override
{ {
if (animated)
{
srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
}
srcRect.y = animationIndex * transform->height;
this->destRect.x = this->transform->position.x; this->destRect.x = this->transform->position.x;
this->destRect.y = this->transform->position.y; this->destRect.y = this->transform->position.y;
this->destRect.w = transform->width * transform->scale; this->destRect.w = transform->width * transform->scale;
@ -46,9 +75,19 @@ class SpriteComponent : public Component
TextureManager::get().draw(this->texture, this->srcRect, this->destRect); TextureManager::get().draw(this->texture, this->srcRect, this->destRect);
} }
void play(const char* animationName)
{
animationIndex = animations[animationName].index;
frames = animations[animationName].frames;
speed = animations[animationName].speed;
}
private: private:
TransformComponent* transform; TransformComponent* transform;
SDL_Texture* texture; SDL_Texture* texture;
SDL_Rect srcRect, destRect; SDL_Rect srcRect, destRect;
bool animated = false;
int frames = 0;
int speed = 100;
}; };

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@ -35,5 +35,6 @@ class TextureManager
std::map<const char*, SDL_Texture*, cmp_str> texture_cache; std::map<const char*, SDL_Texture*, cmp_str> texture_cache;
SDL_Texture* loadTexture(const char* fileName); SDL_Texture* loadTexture(const char* fileName);
static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
static void draw(SDL_Texture* texture, SDL_Rect src, SDL_Rect dest); static void draw(SDL_Texture* texture, SDL_Rect src, SDL_Rect dest);
}; };

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@ -69,13 +69,13 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
//ecs implementation //ecs implementation
player.addComponent<TransformComponent>(0,0,2); //posx, posy, scale player.addComponent<TransformComponent>(0,0,2); //posx, posy, scale
player.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png"); //adds sprite (32x32px), path needed player.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png", true); //adds sprite (32x32px), path needed
player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D);//custom keycontrols can be added player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D);//custom keycontrols can be added
player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag) player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
player.addGroup(GROUP_PLAYERS); //tell programm what group it belongs to for rendering order player.addGroup(GROUP_PLAYERS); //tell programm what group it belongs to for rendering order
enemy.addComponent<TransformComponent>(600, 500, 2); enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>("assets/chicken_neutral.png"); enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT); enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT);
enemy.addComponent<ColliderComponent>("enemy"); enemy.addComponent<ColliderComponent>("enemy");
enemy.addGroup(GROUP_ENEMIES); enemy.addGroup(GROUP_ENEMIES);

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@ -20,6 +20,7 @@ KeyboardController::~KeyboardController()
void KeyboardController::init() void KeyboardController::init()
{ {
sprite = &entity->getComponent<SpriteComponent>();
transform = &entity->getComponent<TransformComponent>(); transform = &entity->getComponent<TransformComponent>();
} }
@ -30,6 +31,7 @@ void KeyboardController::update()
if (keystates[this->up]) { if (keystates[this->up]) {
transform->velocity.y = -1; transform->velocity.y = -1;
sprite->play(WALK);
} }
if (keystates[this->left]) { if (keystates[this->left]) {
transform->velocity.x = -1; transform->velocity.x = -1;