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https://github.com/Nimac0/SDL_Minigame
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animation wip
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23
include/AnimationHandler.h
Normal file
23
include/AnimationHandler.h
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@ -0,0 +1,23 @@
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#pragma once
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struct Animation
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{
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int index;
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int frames;
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int speed;
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Animation() {}
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Animation(int i, int f, int s)
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{
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index = i;
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frames = f;
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speed = s;
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}
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};
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enum AnimationType
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{
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idle = 0,
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walk = 1
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};
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@ -10,3 +10,6 @@
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#define MAP_SIZE_X 25
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#define MAP_SIZE_Y 20
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#define IDLE "idle"
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#define WALK "walk"
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@ -2,6 +2,7 @@
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#include "Game.h"
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#include "ECS.h"
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#include "Components.h"
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#include "Defines.h"
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class KeyboardController : public Component
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{
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@ -14,6 +15,8 @@ public:
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SDL_Scancode right;
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//SDL_Scancode action;
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SpriteComponent* sprite;
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KeyboardController();
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KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right/*, SDL_Scancode action*/);
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@ -2,16 +2,38 @@
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#include "Components.h"
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#include "SDL.h"
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#include "TextureManager.h"
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#include "AnimationHandler.h"
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#include "Defines.h"
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#include <map>
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class SpriteComponent : public Component
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{
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public:
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int animationIndex = 0;
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std::map<const char*, Animation> animations;
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SpriteComponent() = default;
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SpriteComponent(const char* path)
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{
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setTexture(path);
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}
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SpriteComponent(const char* path, bool isAnimated)
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{
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animated = isAnimated;
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Animation idle = Animation((int)AnimationType::idle, 2, 200);
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Animation walk = Animation((int)AnimationType::walk, 2, 200);
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animations.emplace(IDLE, idle);
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animations.emplace(WALK, walk);
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play(IDLE);
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setTexture(path);
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}
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~SpriteComponent()
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{
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SDL_DestroyTexture(this->texture);
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@ -29,12 +51,19 @@ class SpriteComponent : public Component
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this->srcRect.x = this->srcRect.y = 0;
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this->srcRect.w = transform->width;
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this->srcRect.h = transform->height;
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;
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}
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void update() override
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{
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if (animated)
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{
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srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
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}
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srcRect.y = animationIndex * transform->height;
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this->destRect.x = this->transform->position.x;
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this->destRect.y = this->transform->position.y;
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this->destRect.w = transform->width * transform->scale;
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@ -46,9 +75,19 @@ class SpriteComponent : public Component
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TextureManager::get().draw(this->texture, this->srcRect, this->destRect);
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}
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void play(const char* animationName)
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{
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animationIndex = animations[animationName].index;
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frames = animations[animationName].frames;
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speed = animations[animationName].speed;
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}
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private:
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TransformComponent* transform;
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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bool animated = false;
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int frames = 0;
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int speed = 100;
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};
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@ -35,5 +35,6 @@ class TextureManager
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std::map<const char*, SDL_Texture*, cmp_str> texture_cache;
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SDL_Texture* loadTexture(const char* fileName);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static void draw(SDL_Texture* texture, SDL_Rect src, SDL_Rect dest);
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};
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@ -69,13 +69,13 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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//ecs implementation
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player.addComponent<TransformComponent>(0,0,2); //posx, posy, scale
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player.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png"); //adds sprite (32x32px), path needed
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player.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png", true); //adds sprite (32x32px), path needed
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player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D);//custom keycontrols can be added
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player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
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player.addGroup(GROUP_PLAYERS); //tell programm what group it belongs to for rendering order
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enemy.addComponent<TransformComponent>(600, 500, 2);
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enemy.addComponent<SpriteComponent>("assets/chicken_neutral.png");
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enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT);
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enemy.addComponent<ColliderComponent>("enemy");
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enemy.addGroup(GROUP_ENEMIES);
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@ -20,6 +20,7 @@ KeyboardController::~KeyboardController()
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void KeyboardController::init()
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{
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sprite = &entity->getComponent<SpriteComponent>();
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transform = &entity->getComponent<TransformComponent>();
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}
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@ -30,6 +31,7 @@ void KeyboardController::update()
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if (keystates[this->up]) {
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transform->velocity.y = -1;
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sprite->play(WALK);
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}
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if (keystates[this->left]) {
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transform->velocity.x = -1;
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