Player animations and states implemented.
This commit is contained in:
parent
3a8db50da8
commit
2d1b8472e1
@ -133,6 +133,7 @@
|
||||
<ClInclude Include="olcPixelGameEngine.h" />
|
||||
<ClInclude Include="olcUTIL_Animate2D.h" />
|
||||
<ClInclude Include="olcUTIL_Camera2D.h" />
|
||||
<ClInclude Include="olcUTIL_Geometry2D.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp" />
|
||||
|
||||
@ -27,6 +27,9 @@
|
||||
<ClInclude Include="olcPGEX_TransformedView.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="olcUTIL_Geometry2D.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 11 KiB |
Binary file not shown.
172
Crawler/main.cpp
172
Crawler/main.cpp
@ -3,18 +3,51 @@
|
||||
#include "olcUTIL_Camera2D.h"
|
||||
#define OLC_PGEX_TRANSFORMEDVIEW
|
||||
#include "olcPGEX_TransformedView.h"
|
||||
#include "olcUTIL_Animate2D.h"
|
||||
|
||||
using namespace olc;
|
||||
using namespace olc::utils;
|
||||
|
||||
const vi2d WINDOW_SIZE={24*8,24*8};
|
||||
|
||||
enum AnimationState{
|
||||
WALK_S,WALK_E,WALK_N,WALK_W,
|
||||
IDLE_S,IDLE_E,IDLE_N,IDLE_W
|
||||
};
|
||||
|
||||
struct Player{
|
||||
vf2d pos;
|
||||
float moveSpd;
|
||||
AnimationState animState=AnimationState::IDLE_S;
|
||||
private:
|
||||
Animate2D::Animation<AnimationState>animation;
|
||||
Animate2D::AnimationState internal_animState;
|
||||
Key lastReleasedMovementKey;
|
||||
public:
|
||||
Player(){};
|
||||
Player(vf2d pos,float moveSpd):
|
||||
pos(pos),moveSpd(moveSpd){};
|
||||
pos(pos),moveSpd(moveSpd){
|
||||
};
|
||||
void Update(float fElapsedTime){
|
||||
animation.UpdateState(internal_animState,fElapsedTime);
|
||||
}
|
||||
void AddAnimation(AnimationState state,Animate2D::FrameSequence frame){
|
||||
animation.AddState(state,frame);
|
||||
};
|
||||
void UpdateAnimation(AnimationState animState){
|
||||
animation.ChangeState(internal_animState,animState);
|
||||
}
|
||||
|
||||
Animate2D::Frame GetFrame(){
|
||||
return animation.GetFrame(internal_animState);
|
||||
}
|
||||
|
||||
void SetLastReleasedMovementKey(Key k){
|
||||
lastReleasedMovementKey=k;
|
||||
}
|
||||
Key GetLastReleasedMovementKey(){
|
||||
return lastReleasedMovementKey;
|
||||
}
|
||||
};
|
||||
|
||||
class Crawler : public olc::PixelGameEngine
|
||||
@ -23,6 +56,7 @@ class Crawler : public olc::PixelGameEngine
|
||||
Camera2D camera;
|
||||
TileTransformedView view;
|
||||
Player player=Player{{},100};
|
||||
Renderable GFX_Pl_sheet;
|
||||
|
||||
public:
|
||||
Crawler()
|
||||
@ -33,35 +67,167 @@ public:
|
||||
public:
|
||||
bool OnUserCreate() override
|
||||
{
|
||||
//Initialize Camera.
|
||||
camera=Camera2D{WINDOW_SIZE};
|
||||
camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow);
|
||||
camera.SetTarget(player.pos);
|
||||
camera.SetWorldBoundary({0,0},WORLD_SIZE*24);
|
||||
camera.EnableWorldBoundary(false);
|
||||
|
||||
//Graphics
|
||||
GFX_Pl_sheet.Load("assets/nico-warrior.png");
|
||||
|
||||
//Animations
|
||||
Animate2D::FrameSequence pl_walk_s{0.2};
|
||||
pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{1,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{2,0}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_walk_e{0.2};
|
||||
pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{1,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{2,3}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_walk_w{0.2};
|
||||
pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{1,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{2,2}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_walk_n{0.2};
|
||||
pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{1,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{2,1}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_idle_s;
|
||||
pl_idle_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_idle_e;
|
||||
pl_idle_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_idle_w;
|
||||
pl_idle_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
Animate2D::FrameSequence pl_idle_n;
|
||||
pl_idle_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
|
||||
|
||||
player.AddAnimation(WALK_N,pl_walk_n);
|
||||
player.AddAnimation(WALK_E,pl_walk_e);
|
||||
player.AddAnimation(WALK_S,pl_walk_s);
|
||||
player.AddAnimation(WALK_W,pl_walk_w);
|
||||
player.AddAnimation(IDLE_N,pl_idle_n);
|
||||
player.AddAnimation(IDLE_E,pl_idle_e);
|
||||
player.AddAnimation(IDLE_S,pl_idle_s);
|
||||
player.AddAnimation(IDLE_W,pl_idle_w);
|
||||
view=TileTransformedView{GetScreenSize(),{1,1}};
|
||||
|
||||
player.UpdateAnimation(IDLE_S);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override
|
||||
{
|
||||
HandleUserInput(fElapsedTime);
|
||||
player.Update(fElapsedTime);
|
||||
UpdateCamera(fElapsedTime);
|
||||
RenderWorld();
|
||||
return true;
|
||||
}
|
||||
|
||||
void HandleUserInput(float fElapsedTime){
|
||||
bool setIdleAnimation=true;
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.pos.x+=fElapsedTime*player.moveSpd;
|
||||
player.UpdateAnimation(WALK_E);
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.pos.x-=fElapsedTime*player.moveSpd;
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(WALK_W);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(UP).bHeld){
|
||||
player.pos.y-=fElapsedTime*player.moveSpd;
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(WALK_N);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.pos.y+=fElapsedTime*player.moveSpd;
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(WALK_S);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
|
||||
if(GetKey(UP).bReleased){
|
||||
player.SetLastReleasedMovementKey(UP);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(WALK_E);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(WALK_S);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(WALK_W);
|
||||
}
|
||||
}
|
||||
if(GetKey(RIGHT).bReleased){
|
||||
player.SetLastReleasedMovementKey(RIGHT);
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(WALK_N);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(WALK_S);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(WALK_W);
|
||||
}
|
||||
}
|
||||
if(GetKey(LEFT).bReleased){
|
||||
player.SetLastReleasedMovementKey(LEFT);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(WALK_E);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(WALK_S);
|
||||
} else
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(WALK_N);
|
||||
}
|
||||
}
|
||||
if(GetKey(DOWN).bReleased){
|
||||
player.SetLastReleasedMovementKey(DOWN);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(WALK_E);
|
||||
} else
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(WALK_N);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(WALK_W);
|
||||
}
|
||||
}
|
||||
|
||||
if(setIdleAnimation){
|
||||
switch(player.GetLastReleasedMovementKey()){
|
||||
case UP:{
|
||||
player.UpdateAnimation(IDLE_N);
|
||||
}break;
|
||||
case DOWN:{
|
||||
player.UpdateAnimation(IDLE_S);
|
||||
}break;
|
||||
case LEFT:{
|
||||
player.UpdateAnimation(IDLE_W);
|
||||
}break;
|
||||
case RIGHT:{
|
||||
player.UpdateAnimation(IDLE_E);
|
||||
}break;
|
||||
default:{
|
||||
player.UpdateAnimation(IDLE_S);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -71,13 +237,13 @@ public:
|
||||
}
|
||||
|
||||
void RenderWorld(){
|
||||
Clear(BLACK);
|
||||
Clear({100,180,100});
|
||||
for (int x = view.GetTopLeftTile().x/24-1; x <= view.GetBottomRightTile().x/24; x++){
|
||||
for (int y = view.GetTopLeftTile().y/24-1; y <= view.GetBottomRightTile().y/24; y++){
|
||||
view.DrawRect(vi2d{x,y}*24,{24,24},VERY_DARK_GREY);
|
||||
}
|
||||
}
|
||||
view.DrawCircle(player.pos,8);
|
||||
view.DrawPartialDecal(player.pos-vi2d{12,12},player.GetFrame().GetSourceImage()->Decal(),player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@ -55,7 +55,7 @@ David Barr, aka javidx9, <20>OneLoneCoder 2019, 2020, 2021, 2022
|
||||
#pragma once
|
||||
|
||||
#include "olcPixelGameEngine.h"
|
||||
#include "utilities/olcUTIL_Geometry2D.h"
|
||||
#include "olcUTIL_Geometry2D.h"
|
||||
|
||||
namespace olc::utils::Animate2D
|
||||
{
|
||||
|
||||
1046
Crawler/olcUTIL_Geometry2D.h
Normal file
1046
Crawler/olcUTIL_Geometry2D.h
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user