#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "Animation.h" #include "AdventuresInLestoria.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{"Player.WalkingFrameSpd"_F}; 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{"Player.WalkingFrameSpd"_F}; 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{"Player.WalkingFrameSpd"_F}; 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{"Player.WalkingFrameSpd"_F}; 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(0.05f),pl_warrior_swing_n(0.05f),pl_warrior_swing_e(0.05f),pl_warrior_swing_w(0.05f); Animate2D::FrameSequence pl_warrior_sonic_swing_s(0.1f,Animate2D::Style::OneShot),pl_warrior_sonic_swing_n(0.1f,Animate2D::Style::OneShot),pl_warrior_sonic_swing_e(0.1f,Animate2D::Style::OneShot),pl_warrior_sonic_swing_w(0.1f,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(0.2f); 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(0.2f); 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(0.2f); 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(0.2f); 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(0.1f); 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(0.1f); 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(0.1f); 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(0.1f); 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},{0.02f,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence("ground-slam-attack-front.png",5,{64,64},{0.02f,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence("battlecry_effect.png",5,{84,84},{0.02f,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence("sonicslash.png",4,{60,60},{0.04f,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence("swordslash.png",3,{24,24},{0.05f,Animate2D::Style::OneShot}); CreateStillAnimation("energy_bolt.png",{24,24}); CreateHorizontalAnimationSequence("energy_particle.png",3,{3,3}); CreateHorizontalAnimationSequence("splash_effect.png",5,{24,24},{0.05f}); CreateStillAnimation("circle.png",{3,3}); CreateHorizontalAnimationSequence("lightning_bolt.png",5,{24,24},{0.03f,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}); CreateHorizontalAnimationSequence("dagger_stab.png",2,{24,24},AnimationData{.frameDuration{0.1f},.style{Animate2D::Style::PingPong}}); CreateHorizontalAnimationSequence("goblin_sword_slash.png",3,{24,24},{0.05f,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence("goblin_bomb.png",4,{24,24},AnimationData{.frameDuration{0.2f},.style{Animate2D::Style::PingPong}}); CreateHorizontalAnimationSequence("goblin_bomb_fuse.png",4,{24,24},AnimationData{.frameDuration{1.f},.style{Animate2D::Style::OneShot}}); CreateHorizontalAnimationSequence("bomb_boom.png",5,{36,36},AnimationData{.frameDuration{0.2f},.style{Animate2D::Style::OneShot}}); CreateHorizontalAnimationSequence("tornado2.png",4,{24,48},AnimationData{.frameDuration{0.1f},.style{Animate2D::Style::Repeat}}); 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}); Animate2D::FrameSequence goblin_bow_mount_n,goblin_bow_mount_e,goblin_bow_mount_s,goblin_bow_mount_w; Animate2D::FrameSequence goblin_bow_attack_n,goblin_bow_attack_e,goblin_bow_attack_s,goblin_bow_attack_w; //Idle sequences for the mounted boar bow goblin. for(int animationIndex=0;animationIndex<4;animationIndex++){ Animate2D::FrameSequence mountAnimation{0.6f}; for(int i=0;i<2;i++){ mountAnimation.AddFrame(Animate2D::Frame{&GFX["monsters/commercial_assets/Goblin (Bow)_foreground.png"],{{i*32,animationIndex*32},{32,32}}}); } ANIMATION_DATA[std::format("GOBLIN_BOW_MOUNTED_{}",animationIndex)]=mountAnimation; } //Shooting sequences for the mounted boar bow goblin. for(int animationIndex=0;animationIndex<4;animationIndex++){ Animate2D::FrameSequence mountShootAnimation{0.06f,Animate2D::Style::OneShot}; for(int i=0;i<4;i++){ mountShootAnimation.AddFrame(Animate2D::Frame{&GFX["monsters/commercial_assets/Goblin (Bow)_foreground.png"],{{i*32,animationIndex*32+4*32},{32,32}}}); } ANIMATION_DATA[std::format("GOBLIN_BOW_ATTACK_{}",animationIndex)]=mountShootAnimation; } for(auto&dat:GFX){ std::string imgFile=dat.first; if(!ANIMATION_DATA.count(imgFile)){ LOG("WARNING! Animation data for "<<imgFile<<" not found! Auto-generating..."); CreateStillAnimation(imgFile,GFX[imgFile].Sprite()->Size()); } } } 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(); }