/* OneLoneCoder - Animate2D v1.00 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Handles animated Sprites efficiently License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2024 OneLoneCoder.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. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, �OneLoneCoder 2019, 2020, 2021, 2022 */ #pragma once #include "olcUTIL_Geometry2D.h" #include "olcPixelGameEngine.h" namespace olc::utils::Animate2D { // This class rerpresents a valid "frame" of an animation. It could be from any image source, and // any location withing that image source. Once it's constructed, it's advised not to change it, as // this likely indicates a usage bug. // // "Sourceless" frames are valid too - this is useful if you have a particular animation set, but // want to apply it to a variety of sources, for example sprite maps with common layouts. class Frame { public: inline Frame(const olc::Renderable* gfxSource, const geom2d::rect& rectSource = { {0,0},{0,0} }) : gfxImageSource(gfxSource), rectFrameSource(rectSource) { // If no source rectangle specified then use whole image source. Ignore in the event // that a frame is set up as source-less if(gfxSource && rectFrameSource.size.x == 0) rectFrameSource.size = gfxSource->Sprite()->Size(); } inline const olc::Renderable* GetSourceImage() const { return gfxImageSource; } inline const geom2d::rect& GetSourceRect() const { return rectFrameSource; } private: const olc::Renderable* gfxImageSource; geom2d::rect rectFrameSource; }; // Animation styles decide how the frames should be traversed in time enum class Style : uint8_t { Repeat, // Cycle through, go back to beginning OneShot, // Play once and suspend on final frame PingPong, // Traverse through forwards, then backwards Reverse, // Cycle through sequence backwards }; class FrameSequence { public: Style m_nStyle; std::vector m_vFrames; float m_fFrameDuration = 0.1f; float m_fFrameRate = 10.0f; // Constructs a sequence of frames with a duration and a traversal style inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat) { m_fFrameDuration = fFrameDuration; m_fFrameRate = 1.0f / m_fFrameDuration; m_nStyle = nStyle; } // Adds a frame to this sequence inline void AddFrame(const Frame& frame) { m_vFrames.emplace_back(frame); } // Returns a Frame Object for a given time into an animation inline const Frame& GetFrame(const float fTime) const { return m_vFrames[ConvertTimeToFrame(fTime)]; } // Returns the current frame of animation as a frame index. inline const size_t GetFrameIndex(const float fTime) const { return ConvertTimeToFrame(fTime); } // Returns how long a cycle of a full animation takes in seconds. inline const float GetTotalAnimationDuration()const{ switch (m_nStyle) { case Style::Repeat: case Style::OneShot: return m_vFrames.size()*m_fFrameDuration; case Style::PingPong: case Style::Reverse: //These two require twice as much time (minus one frame) to complete a full animation cycle. return m_vFrames.size()*m_fFrameDuration*2.f-m_fFrameDuration; } } private: inline const size_t ConvertTimeToFrame(const float fTime) const { switch (m_nStyle) { case Style::Repeat: return size_t(fTime * m_fFrameRate) % m_vFrames.size(); break; case Style::OneShot: return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1); break; case Style::PingPong:{ size_t frame=size_t(m_fFrameRate*fTime) % (m_vFrames.size()*size_t(2)-size_t(1)); return frame>=m_vFrames.size()?m_vFrames.size()-frame%m_vFrames.size()-1:frame; }break; case Style::Reverse: return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size()); break; } return 0; } }; // A Animate2D::State is a lightweight token that can be attached to things // that are animated. Under normal circumstances, it is never updated manually struct AnimationState { private: size_t nIndex = 0; float fTime = 0.0f; template friend class Animation; }; // Animation object holds a group of frame sequences and can mutate an AnimationState token template class Animation { public: Animation() = default; float mult = 1.f; StatesEnum currentStateName; inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName, const float frameMult) { mult=frameMult; currentStateName=sStateName; return ChangeState(state,sStateName); } // Change an animation state token to a new state inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName) const { currentStateName=sStateName; size_t idx = m_mapStateIndices.at(sStateName); if (state.nIndex != idx) { state.fTime = 0.0f; state.nIndex = idx; return true; } return false; } // Update an animation state token inline void UpdateState(AnimationState& state, const float fElapsedTime) const { state.fTime = std::fmod(state.fTime+fElapsedTime*mult,1000); } public: // Retrieve the frame information for a given animation state inline const Frame& GetFrame(const AnimationState& state) const { return m_vSequences[state.nIndex].GetFrame(state.fTime); } inline const size_t GetFrameIndex()const{ return m_vSequences[state.nIndex].GetFrameIndex(state.fTime); } public: // Add a named Frame sequence as a state inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence) { m_vSequences.emplace_back(sequence); m_mapStateIndices[sStateName] = m_vSequences.size() - 1; } private: std::vector m_vSequences; std::unordered_map m_mapStateIndices; }; } using namespace olc::utils;