The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/Animation.cpp

234 lines
10 KiB

#include "Animation.h"
#include "Crawler.h"
#include "DEFINES.h"
#include "safemap.h"
INCLUDE_game
INCLUDE_ANIMATION_DATA
INCLUDE_DATA
INCLUDE_GFX
void sig::Animation::InitializeAnimations(){
auto CreateStillAnimation=[&](std::string imgName,vf2d size,AnimationData data={}){
Animate2D::FrameSequence anim(data.frameDuration,data.style);
anim.AddFrame({&GFX[imgName],{{0,0},size}});
ANIMATION_DATA[imgName]=anim;
};
auto CreateHorizontalAnimationSequence=[&](std::string imgName,int frameCount,vf2d size,AnimationData data={}){
Animate2D::FrameSequence anim(data.frameDuration,data.style);
for(int i=0;i<frameCount;i++){
anim.AddFrame({&GFX[imgName],{{int(i*size.x),0},size}});
}
ANIMATION_DATA[imgName]=anim;
};
auto SetupClassWalkIdleAnimations=[&](Renderable&sheet,std::string className){
Animate2D::FrameSequence pl_walk_s{0.2};
pl_walk_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
pl_walk_s.AddFrame({&sheet,{vi2d{1,0}*24,{24,24}}});
pl_walk_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
pl_walk_s.AddFrame({&sheet,{vi2d{2,0}*24,{24,24}}});
ANIMATION_DATA[className+"_WALK_S"]=pl_walk_s;
Animate2D::FrameSequence pl_walk_e{0.2};
pl_walk_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
pl_walk_e.AddFrame({&sheet,{vi2d{1,3}*24,{24,24}}});
pl_walk_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
pl_walk_e.AddFrame({&sheet,{vi2d{2,3}*24,{24,24}}});
ANIMATION_DATA[className+"_WALK_E"]=pl_walk_e;
Animate2D::FrameSequence pl_walk_w{0.2};
pl_walk_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
pl_walk_w.AddFrame({&sheet,{vi2d{1,2}*24,{24,24}}});
pl_walk_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
pl_walk_w.AddFrame({&sheet,{vi2d{2,2}*24,{24,24}}});
ANIMATION_DATA[className+"_WALK_W"]=pl_walk_w;
Animate2D::FrameSequence pl_walk_n{0.2};
pl_walk_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
pl_walk_n.AddFrame({&sheet,{vi2d{1,1}*24,{24,24}}});
pl_walk_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
pl_walk_n.AddFrame({&sheet,{vi2d{2,1}*24,{24,24}}});
ANIMATION_DATA[className+"_WALK_N"]=pl_walk_n;
Animate2D::FrameSequence pl_idle_s;
pl_idle_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
ANIMATION_DATA[className+"_IDLE_S"]=pl_idle_s;
Animate2D::FrameSequence pl_idle_e;
pl_idle_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
ANIMATION_DATA[className+"_IDLE_E"]=pl_idle_e;
Animate2D::FrameSequence pl_idle_w;
pl_idle_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
ANIMATION_DATA[className+"_IDLE_W"]=pl_idle_w;
Animate2D::FrameSequence pl_idle_n;
pl_idle_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
ANIMATION_DATA[className+"_IDLE_N"]=pl_idle_n;
};
//Warrior animations.
SetupClassWalkIdleAnimations(GFX["nico-warrior.png"],"WARRIOR");
Animate2D::FrameSequence pl_warrior_swing_s(0.05),pl_warrior_swing_n(0.05),pl_warrior_swing_e(0.05),pl_warrior_swing_w(0.05);
Animate2D::FrameSequence pl_warrior_sonic_swing_s(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_n(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_e(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_w(0.1,Animate2D::Style::OneShot);
for (int i=0;i<4;i++){
pl_warrior_swing_s.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,0}*24,{24,24}}});
pl_warrior_sonic_swing_s.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,4}*24,{24,24}}});
}
for (int i=0;i<4;i++){
pl_warrior_swing_n.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,1}*24,{24,24}}});
pl_warrior_sonic_swing_n.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,5}*24,{24,24}}});
}
for (int i=0;i<4;i++){
pl_warrior_swing_w.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,2}*24,{24,24}}});
pl_warrior_sonic_swing_w.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,6}*24,{24,24}}});
}
for (int i=0;i<4;i++){
pl_warrior_swing_e.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,3}*24,{24,24}}});
pl_warrior_sonic_swing_e.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,7}*24,{24,24}}});
}
ANIMATION_DATA["WARRIOR_SWINGSWORD_N"]=pl_warrior_swing_n;
ANIMATION_DATA["WARRIOR_SWINGSWORD_E"]=pl_warrior_swing_e;
ANIMATION_DATA["WARRIOR_SWINGSWORD_S"]=pl_warrior_swing_s;
ANIMATION_DATA["WARRIOR_SWINGSWORD_W"]=pl_warrior_swing_w;
ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_N"]=pl_warrior_sonic_swing_n;
ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_E"]=pl_warrior_sonic_swing_e;
ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_S"]=pl_warrior_sonic_swing_s;
ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_W"]=pl_warrior_sonic_swing_w;
//Ranger animations
SetupClassWalkIdleAnimations(GFX["nico-ranger.png"],"RANGER");
Animate2D::FrameSequence pl_ranger_shoot_s,pl_ranger_shoot_n,pl_ranger_shoot_e,pl_ranger_shoot_w;
for(int i=0;i<3;i++){
pl_ranger_shoot_s.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,0}*24,{24,24}}});
pl_ranger_shoot_n.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,1}*24,{24,24}}});
pl_ranger_shoot_e.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,3}*24,{24,24}}});
pl_ranger_shoot_w.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,2}*24,{24,24}}});
}
ANIMATION_DATA["RANGER_SHOOT_S"]=pl_ranger_shoot_s;
ANIMATION_DATA["RANGER_SHOOT_N"]=pl_ranger_shoot_n;
ANIMATION_DATA["RANGER_SHOOT_E"]=pl_ranger_shoot_e;
ANIMATION_DATA["RANGER_SHOOT_W"]=pl_ranger_shoot_w;
//Wizard animations
SetupClassWalkIdleAnimations(GFX["nico-wizard.png"],"WIZARD");
Animate2D::FrameSequence pl_wizard_idle_attack_s;
pl_wizard_idle_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,0}*24,{24,24}}});
ANIMATION_DATA["WIZARD_IDLE_ATTACK_S"]=pl_wizard_idle_attack_s;
Animate2D::FrameSequence pl_wizard_idle_attack_e;
pl_wizard_idle_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,3}*24,{24,24}}});
ANIMATION_DATA["WIZARD_IDLE_ATTACK_E"]=pl_wizard_idle_attack_e;
Animate2D::FrameSequence pl_wizard_idle_attack_w;
pl_wizard_idle_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,2}*24,{24,24}}});
ANIMATION_DATA["WIZARD_IDLE_ATTACK_W"]=pl_wizard_idle_attack_w;
Animate2D::FrameSequence pl_wizard_idle_attack_n;
pl_wizard_idle_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,1}*24,{24,24}}});
ANIMATION_DATA["WIZARD_IDLE_ATTACK_N"]=pl_wizard_idle_attack_n;
Animate2D::FrameSequence pl_wizard_attack_s(0.2);
for(int i=0;i<3;i++){
pl_wizard_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,0}*24,{24,24}}});
if(i==1){
pl_wizard_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,0}*24,{24,24}}});
}
}
ANIMATION_DATA["WIZARD_ATTACK_S"]=pl_wizard_attack_s;
Animate2D::FrameSequence pl_wizard_attack_e(0.2);
for(int i=0;i<3;i++){
pl_wizard_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,3}*24,{24,24}}});
if(i==1){
pl_wizard_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,3}*24,{24,24}}});
}
}
ANIMATION_DATA["WIZARD_ATTACK_E"]=pl_wizard_attack_e;
Animate2D::FrameSequence pl_wizard_attack_w(0.2);
for(int i=0;i<3;i++){
pl_wizard_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,2}*24,{24,24}}});
if(i==1){
pl_wizard_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,2}*24,{24,24}}});
}
}
ANIMATION_DATA["WIZARD_ATTACK_W"]=pl_wizard_attack_w;
Animate2D::FrameSequence pl_wizard_attack_n(0.2);
for(int i=0;i<3;i++){
pl_wizard_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,1}*24,{24,24}}});
if(i==1){
pl_wizard_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,1}*24,{24,24}}});
}
}
ANIMATION_DATA["WIZARD_ATTACK_N"]=pl_wizard_attack_n;
Animate2D::FrameSequence pl_wizard_cast_s(0.1);
for(int i=0;i<2;i++){
pl_wizard_cast_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,0}*24,{24,24}}});
}
ANIMATION_DATA["WIZARD_CAST_S"]=pl_wizard_cast_s;
Animate2D::FrameSequence pl_wizard_cast_e(0.1);
for(int i=0;i<2;i++){
pl_wizard_cast_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,3}*24,{24,24}}});
}
ANIMATION_DATA["WIZARD_CAST_E"]=pl_wizard_cast_e;
Animate2D::FrameSequence pl_wizard_cast_n(0.1);
for(int i=0;i<2;i++){
pl_wizard_cast_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,1}*24,{24,24}}});
}
ANIMATION_DATA["WIZARD_CAST_N"]=pl_wizard_cast_n;
Animate2D::FrameSequence pl_wizard_cast_w(0.1);
for(int i=0;i<2;i++){
pl_wizard_cast_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,2}*24,{24,24}}});
}
ANIMATION_DATA["WIZARD_CAST_W"]=pl_wizard_cast_w;
CreateHorizontalAnimationSequence("ground-slam-attack-back.png",5,{64,64},{0.02,Animate2D::Style::OneShot});
CreateHorizontalAnimationSequence("ground-slam-attack-front.png",5,{64,64},{0.02,Animate2D::Style::OneShot});
CreateHorizontalAnimationSequence("battlecry_effect.png",5,{84,84},{0.02,Animate2D::Style::OneShot});
CreateHorizontalAnimationSequence("sonicslash.png",4,{60,60},{0.04,Animate2D::Style::OneShot});
CreateStillAnimation("energy_bolt.png",{24,24});
CreateHorizontalAnimationSequence("energy_particle.png",3,{3,3});
CreateHorizontalAnimationSequence("splash_effect.png",5,{24,24},{0.05});
CreateStillAnimation("circle.png",{3,3});
CreateHorizontalAnimationSequence("lightning_bolt.png",5,{24,24},{0.03,Animate2D::Style::PingPong});
CreateStillAnimation("lightning_bolt_part1.png",{5,5});
CreateStillAnimation("lightning_bolt_part2.png",{5,5});
CreateStillAnimation("lightning_bolt_part3.png",{5,5});
CreateStillAnimation("lightning_bolt_part4.png",{5,5});
CreateStillAnimation("chain_lightning.png",{1,9});
CreateHorizontalAnimationSequence("lightning_splash_effect.png",5,{24,24});
CreateStillAnimation("meteor.png",{192,192});
for(int i=0;i<5;i++){
Animate2D::FrameSequence firering;
firering.AddFrame({&GFX["fire_ring"+std::to_string(i)+".png"],{{0,0},{24,24}}});
ANIMATION_DATA["fire_ring"+std::to_string(i)+".png"]=firering;
}
CreateStillAnimation("arrow.png",{24,24});
CreateStillAnimation("charged_shot_arrow.png",{48,48});
CreateStillAnimation("laser.png",{5,1});
CreateStillAnimation("range_indicator.png",{24,24});
for(auto&dat:GFX){
std::string imgFile=dat.first;
if(!ANIMATION_DATA.count(imgFile)){
std::cout<<"WARNING! Animation data for "<<imgFile<<" not found! Auto-generating..."<<std::endl;
CreateStillAnimation(imgFile,GFX[imgFile].Sprite()->Size());
std::map<int,int>test;
test.begin();
}
}
}
void sig::Animation::SetupPlayerAnimations(){
int counter=0;
while("Player"_A.HasProperty("PLAYER_ANIMATION["+std::to_string(counter)+"]")){
game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_N");
game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_E");
game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_S");
game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_W");
counter++;
}
ANIMATION_DATA.SetInitialized();
}