#include "Animation.h" #include "Crawler.h" #include "DEFINES.h" #include "safemap.h" INCLUDE_game INCLUDE_ANIMATION_DATA INCLUDE_DATA void sig::Animation::InitializeAnimations(){ auto CreateStillAnimation=[&](Renderable&img,vf2d size,std::string state,AnimationData data={}){ Animate2D::FrameSequence anim(data.frameDuration,data.style); anim.AddFrame({&img,{{0,0},size}}); ANIMATION_DATA[state]=anim; }; auto CreateHorizontalAnimationSequence=[&](Renderable&img,int frameCount,vf2d size,std::string state,AnimationData data={}){ Animate2D::FrameSequence anim(data.frameDuration,data.style); for(int i=0;iGFX_Warrior_Sheet,"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({&game->GFX_Warrior_Sheet,{vi2d{4+i,0}*24,{24,24}}}); pl_warrior_sonic_swing_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,4}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,1}*24,{24,24}}}); pl_warrior_sonic_swing_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,5}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,2}*24,{24,24}}}); pl_warrior_sonic_swing_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,6}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,3}*24,{24,24}}}); pl_warrior_sonic_swing_e.AddFrame({&game->GFX_Warrior_Sheet,{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(game->GFX_Ranger_Sheet,"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({&game->GFX_Ranger_Sheet,{vi2d{3+i,0}*24,{24,24}}}); pl_ranger_shoot_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{3+i,1}*24,{24,24}}}); pl_ranger_shoot_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{3+i,3}*24,{24,24}}}); pl_ranger_shoot_w.AddFrame({&game->GFX_Ranger_Sheet,{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(game->GFX_Wizard_Sheet,"WIZARD"); Animate2D::FrameSequence pl_wizard_idle_attack_s; pl_wizard_idle_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{vi2d{4+i,0}*24,{24,24}}}); if(i==1){ pl_wizard_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{vi2d{4+i,3}*24,{24,24}}}); if(i==1){ pl_wizard_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{vi2d{4+i,2}*24,{24,24}}}); if(i==1){ pl_wizard_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{vi2d{4+i,1}*24,{24,24}}}); if(i==1){ pl_wizard_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{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({&game->GFX_Wizard_Sheet,{vi2d{7+i,2}*24,{24,24}}}); } ANIMATION_DATA["WIZARD_CAST_W"]=pl_wizard_cast_w; CreateHorizontalAnimationSequence(game->GFX_Effect_GroundSlam_Back,5,{64,64},"GROUND_SLAM_ATTACK_BACK",{0.02,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence(game->GFX_Effect_GroundSlam_Front,5,{64,64},"GROUND_SLAM_ATTACK_FRONT",{0.02,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence(game->GFX_Battlecry_Effect,5,{84,84},"BATTLECRY_EFFECT",{0.02,Animate2D::Style::OneShot}); CreateHorizontalAnimationSequence(game->GFX_SonicSlash,4,{60,60},"SONICSLASH",{0.04,Animate2D::Style::OneShot}); CreateStillAnimation(game->GFX_EnergyBolt,{24,24},"ENERGY_BOLT"); CreateHorizontalAnimationSequence(game->GFX_EnergyParticle,3,{3,3},"ENERGY_PARTICLE"); CreateHorizontalAnimationSequence(game->GFX_Splash_Effect,5,{24,24},"SPLASH_EFFECT",{0.05}); CreateStillAnimation(game->GFX_BulletCircle,{3,3},"DOT_PARTICLE"); CreateHorizontalAnimationSequence(game->GFX_LightningBolt,5,{24,24},"LIGHTNING_BOLT",{0.03,Animate2D::Style::PingPong}); CreateStillAnimation(game->GFX_LightningBoltParticle1,{5,5},"LIGHTNING_BOLT_PARTICLE1"); CreateStillAnimation(game->GFX_LightningBoltParticle2,{5,5},"LIGHTNING_BOLT_PARTICLE2"); CreateStillAnimation(game->GFX_LightningBoltParticle3,{5,5},"LIGHTNING_BOLT_PARTICLE3"); CreateStillAnimation(game->GFX_LightningBoltParticle4,{5,5},"LIGHTNING_BOLT_PARTICLE4"); CreateStillAnimation(game->GFX_ChainLightning,{1,9},"CHAIN_LIGHTNING"); CreateHorizontalAnimationSequence(game->GFX_LightningSplash,5,{24,24},"LIGHTNING_SPLASH"); CreateStillAnimation(game->GFX_Meteor,{192,192},"METEOR"); for(int i=0;i<5;i++){ Animate2D::FrameSequence firering; firering.AddFrame({&game->GFX_LightningSplash,{{i*24,0},{24,24}}}); ANIMATION_DATA["FIRE_RING"+std::to_string(i+1)]=firering; } CreateStillAnimation(game->GFX_Arrow,{24,24},"ARROW"); CreateStillAnimation(game->GFX_ChargedArrow,{48,48},"CHARGED_ARROW"); CreateStillAnimation(game->GFX_Laser,{5,1},"LASER"); } 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(); }