Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/animation.cpp

117 lines
2.9 KiB

#include "animation.hpp"
namespace components {
void Animation::play() {
if(!playing) {
current = 0;
subframe = 0.0f;
playing = true;
}
}
float Animation::twitching() {
float tick = ease::sine(float(frames) / subframe * ease_rate);
switch(easing) {
case ease::NONE:
return 0.0;
case ease::SINE:
return tick;
case ease::OUT_CIRC:
return ease::out_circ(tick);
case ease::OUT_BOUNCE:
return ease::sine(ease::out_bounce(tick));
case ease::IN_OUT_BACK:
return ease::sine(ease::in_out_back(tick));
default:
dbc::sentinel(
fmt::format("Invalid easing {} given to animation",
int(easing)));
}
}
void Animation::step(sf::Vector2f& scale_out, sf::Vector2f& pos_out, sf::IntRect& rect_out) {
if(playing && current < frames) {
float tick = twitching();
scale_out.x = std::lerp(scale_out.x, scale_out.x + scale, tick);
scale_out.y = std::lerp(scale_out.y, scale_out.y + scale, tick);
if(stationary) {
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
}
if(!simple) {
rect_out.position.x += current * frame_width;
}
subframe += speed;
current = int(subframe);
} else if(!looped) {
playing = false;
current = frames - 1;
subframe = float(frames - 1);
if(!simple) {
rect_out.position.x += current * frame_width;
}
} else {
playing = false;
current = 0;
subframe = 0.0f;
}
}
}
namespace animation {
using namespace components;
using namespace textures;
static AnimationManager MGR;
static bool initialized = false;
bool apply(Animation& anim, SpriteTexture& target) {
auto size = target.texture->getSize();
anim.frame_width = int(size.x) / (unsigned int)anim.frames;
sf::IntRect rect{{0,0}, {anim.frame_width, int(size.y)}};
sf::Vector2f scale{1.0, 1.0};
sf::Vector2f pos{0, 0};
anim.step(scale, pos, rect);
target.sprite->setTextureRect(rect);
target.sprite->setPosition(pos);
target.sprite->setScale(scale);
return anim.playing;
}
void rotate(sf::Sprite& target, float degrees) {
target.rotate(sf::degrees(degrees));
}
void center(sf::Sprite& target, sf::Vector2f pos) {
auto bounds = target.getLocalBounds();
target.setPosition({pos.x + bounds.size.x / 2,
pos.y + bounds.size.y / 2});
target.setOrigin({bounds.size.x / 2, bounds.size.y / 2});
}
void init() {
if(!initialized) {
Config config("assets/animations.json");
for(auto& [name, data] : config.json().items()) {
auto anim = components::convert<Animation>(data);
MGR.animations.insert_or_assign(name, anim);
}
initialized = true;
}
}
Animation load(std::string name) {
dbc::check(initialized, "You forgot to initialize animation.");
return MGR.animations.at(name);
}
}