The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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271 lines
12 KiB
271 lines
12 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Animation.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "safemap.h"
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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INCLUDE_DATA
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INCLUDE_GFX
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void sig::Animation::InitializeAnimations(){
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auto CreateStillAnimation=[&](std::string imgName,vf2d size,AnimationData data={}){
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Animate2D::FrameSequence anim(data.frameDuration,data.style);
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anim.AddFrame({&GFX[imgName],{{0,0},size}});
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ANIMATION_DATA[imgName]=anim;
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};
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auto CreateHorizontalAnimationSequence=[&](std::string imgName,int frameCount,vf2d size,AnimationData data={}){
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Animate2D::FrameSequence anim(data.frameDuration,data.style);
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for(int i=0;i<frameCount;i++){
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anim.AddFrame({&GFX[imgName],{{int(i*size.x),0},size}});
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}
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ANIMATION_DATA[imgName]=anim;
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};
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auto SetupClassWalkIdleAnimations=[&](Renderable&sheet,std::string className){
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Animate2D::FrameSequence pl_walk_s{"Player.WalkingFrameSpd"_F};
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pl_walk_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&sheet,{vi2d{1,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&sheet,{vi2d{2,0}*24,{24,24}}});
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ANIMATION_DATA[className+"_WALK_S"]=pl_walk_s;
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Animate2D::FrameSequence pl_walk_e{"Player.WalkingFrameSpd"_F};
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pl_walk_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&sheet,{vi2d{1,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&sheet,{vi2d{2,3}*24,{24,24}}});
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ANIMATION_DATA[className+"_WALK_E"]=pl_walk_e;
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Animate2D::FrameSequence pl_walk_w{"Player.WalkingFrameSpd"_F};
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pl_walk_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&sheet,{vi2d{1,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&sheet,{vi2d{2,2}*24,{24,24}}});
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ANIMATION_DATA[className+"_WALK_W"]=pl_walk_w;
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Animate2D::FrameSequence pl_walk_n{"Player.WalkingFrameSpd"_F};
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pl_walk_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&sheet,{vi2d{1,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&sheet,{vi2d{2,1}*24,{24,24}}});
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ANIMATION_DATA[className+"_WALK_N"]=pl_walk_n;
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Animate2D::FrameSequence pl_idle_s;
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pl_idle_s.AddFrame({&sheet,{vi2d{0,0}*24,{24,24}}});
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ANIMATION_DATA[className+"_IDLE_S"]=pl_idle_s;
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Animate2D::FrameSequence pl_idle_e;
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pl_idle_e.AddFrame({&sheet,{vi2d{0,3}*24,{24,24}}});
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ANIMATION_DATA[className+"_IDLE_E"]=pl_idle_e;
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Animate2D::FrameSequence pl_idle_w;
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pl_idle_w.AddFrame({&sheet,{vi2d{0,2}*24,{24,24}}});
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ANIMATION_DATA[className+"_IDLE_W"]=pl_idle_w;
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Animate2D::FrameSequence pl_idle_n;
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pl_idle_n.AddFrame({&sheet,{vi2d{0,1}*24,{24,24}}});
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ANIMATION_DATA[className+"_IDLE_N"]=pl_idle_n;
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};
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//Warrior animations.
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SetupClassWalkIdleAnimations(GFX["nico-warrior.png"],"WARRIOR");
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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);
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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);
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for (int i=0;i<4;i++){
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pl_warrior_swing_s.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,0}*24,{24,24}}});
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pl_warrior_sonic_swing_s.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,4}*24,{24,24}}});
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}
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for (int i=0;i<4;i++){
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pl_warrior_swing_n.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,1}*24,{24,24}}});
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pl_warrior_sonic_swing_n.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,5}*24,{24,24}}});
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}
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for (int i=0;i<4;i++){
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pl_warrior_swing_w.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,2}*24,{24,24}}});
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pl_warrior_sonic_swing_w.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,6}*24,{24,24}}});
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}
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for (int i=0;i<4;i++){
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pl_warrior_swing_e.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,3}*24,{24,24}}});
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pl_warrior_sonic_swing_e.AddFrame({&GFX["nico-warrior.png"],{vi2d{4+i,7}*24,{24,24}}});
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}
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ANIMATION_DATA["WARRIOR_SWINGSWORD_N"]=pl_warrior_swing_n;
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ANIMATION_DATA["WARRIOR_SWINGSWORD_E"]=pl_warrior_swing_e;
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ANIMATION_DATA["WARRIOR_SWINGSWORD_S"]=pl_warrior_swing_s;
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ANIMATION_DATA["WARRIOR_SWINGSWORD_W"]=pl_warrior_swing_w;
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ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_N"]=pl_warrior_sonic_swing_n;
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ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_E"]=pl_warrior_sonic_swing_e;
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ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_S"]=pl_warrior_sonic_swing_s;
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ANIMATION_DATA["WARRIOR_SWINGSONICSWORD_W"]=pl_warrior_sonic_swing_w;
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//Ranger animations
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SetupClassWalkIdleAnimations(GFX["nico-ranger.png"],"RANGER");
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Animate2D::FrameSequence pl_ranger_shoot_s,pl_ranger_shoot_n,pl_ranger_shoot_e,pl_ranger_shoot_w;
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for(int i=0;i<3;i++){
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pl_ranger_shoot_s.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,0}*24,{24,24}}});
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pl_ranger_shoot_n.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,1}*24,{24,24}}});
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pl_ranger_shoot_e.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,3}*24,{24,24}}});
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pl_ranger_shoot_w.AddFrame({&GFX["nico-ranger.png"],{vi2d{3+i,2}*24,{24,24}}});
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}
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ANIMATION_DATA["RANGER_SHOOT_S"]=pl_ranger_shoot_s;
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ANIMATION_DATA["RANGER_SHOOT_N"]=pl_ranger_shoot_n;
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ANIMATION_DATA["RANGER_SHOOT_E"]=pl_ranger_shoot_e;
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ANIMATION_DATA["RANGER_SHOOT_W"]=pl_ranger_shoot_w;
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//Wizard animations
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SetupClassWalkIdleAnimations(GFX["nico-wizard.png"],"WIZARD");
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Animate2D::FrameSequence pl_wizard_idle_attack_s;
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pl_wizard_idle_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,0}*24,{24,24}}});
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ANIMATION_DATA["WIZARD_IDLE_ATTACK_S"]=pl_wizard_idle_attack_s;
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Animate2D::FrameSequence pl_wizard_idle_attack_e;
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pl_wizard_idle_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,3}*24,{24,24}}});
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ANIMATION_DATA["WIZARD_IDLE_ATTACK_E"]=pl_wizard_idle_attack_e;
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Animate2D::FrameSequence pl_wizard_idle_attack_w;
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pl_wizard_idle_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,2}*24,{24,24}}});
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ANIMATION_DATA["WIZARD_IDLE_ATTACK_W"]=pl_wizard_idle_attack_w;
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Animate2D::FrameSequence pl_wizard_idle_attack_n;
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pl_wizard_idle_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,1}*24,{24,24}}});
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ANIMATION_DATA["WIZARD_IDLE_ATTACK_N"]=pl_wizard_idle_attack_n;
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Animate2D::FrameSequence pl_wizard_attack_s(0.2f);
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for(int i=0;i<3;i++){
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pl_wizard_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,0}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,0}*24,{24,24}}});
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}
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}
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ANIMATION_DATA["WIZARD_ATTACK_S"]=pl_wizard_attack_s;
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Animate2D::FrameSequence pl_wizard_attack_e(0.2f);
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for(int i=0;i<3;i++){
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pl_wizard_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,3}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,3}*24,{24,24}}});
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}
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}
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ANIMATION_DATA["WIZARD_ATTACK_E"]=pl_wizard_attack_e;
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Animate2D::FrameSequence pl_wizard_attack_w(0.2f);
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for(int i=0;i<3;i++){
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pl_wizard_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,2}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,2}*24,{24,24}}});
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}
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}
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ANIMATION_DATA["WIZARD_ATTACK_W"]=pl_wizard_attack_w;
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Animate2D::FrameSequence pl_wizard_attack_n(0.2f);
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for(int i=0;i<3;i++){
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pl_wizard_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4+i,1}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{4,1}*24,{24,24}}});
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}
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}
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ANIMATION_DATA["WIZARD_ATTACK_N"]=pl_wizard_attack_n;
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Animate2D::FrameSequence pl_wizard_cast_s(0.1f);
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for(int i=0;i<2;i++){
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pl_wizard_cast_s.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,0}*24,{24,24}}});
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}
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ANIMATION_DATA["WIZARD_CAST_S"]=pl_wizard_cast_s;
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Animate2D::FrameSequence pl_wizard_cast_e(0.1f);
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for(int i=0;i<2;i++){
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pl_wizard_cast_e.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,3}*24,{24,24}}});
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}
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ANIMATION_DATA["WIZARD_CAST_E"]=pl_wizard_cast_e;
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Animate2D::FrameSequence pl_wizard_cast_n(0.1f);
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for(int i=0;i<2;i++){
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pl_wizard_cast_n.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,1}*24,{24,24}}});
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}
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ANIMATION_DATA["WIZARD_CAST_N"]=pl_wizard_cast_n;
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Animate2D::FrameSequence pl_wizard_cast_w(0.1f);
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for(int i=0;i<2;i++){
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pl_wizard_cast_w.AddFrame({&GFX["nico-wizard.png"],{vi2d{7+i,2}*24,{24,24}}});
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}
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ANIMATION_DATA["WIZARD_CAST_W"]=pl_wizard_cast_w;
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CreateHorizontalAnimationSequence("ground-slam-attack-back.png",5,{64,64},{0.02f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("ground-slam-attack-front.png",5,{64,64},{0.02f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("battlecry_effect.png",5,{84,84},{0.02f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("sonicslash.png",4,{60,60},{0.04f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("swordslash.png",3,{24,24},{0.05f,Animate2D::Style::OneShot});
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CreateStillAnimation("energy_bolt.png",{24,24});
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CreateHorizontalAnimationSequence("energy_particle.png",3,{3,3});
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CreateHorizontalAnimationSequence("splash_effect.png",5,{24,24},{0.05f});
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CreateStillAnimation("circle.png",{3,3});
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CreateHorizontalAnimationSequence("lightning_bolt.png",5,{24,24},{0.03f,Animate2D::Style::PingPong});
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CreateStillAnimation("lightning_bolt_part1.png",{5,5});
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CreateStillAnimation("lightning_bolt_part2.png",{5,5});
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CreateStillAnimation("lightning_bolt_part3.png",{5,5});
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CreateStillAnimation("lightning_bolt_part4.png",{5,5});
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CreateStillAnimation("chain_lightning.png",{1,9});
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CreateHorizontalAnimationSequence("lightning_splash_effect.png",5,{24,24});
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CreateHorizontalAnimationSequence("dagger_stab.png",2,{24,24},AnimationData{0.1f,Animate2D::Style::PingPong});
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CreateStillAnimation("meteor.png",{192,192});
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for(int i=0;i<5;i++){
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Animate2D::FrameSequence firering;
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firering.AddFrame({&GFX["fire_ring"+std::to_string(i)+".png"],{{0,0},{24,24}}});
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ANIMATION_DATA["fire_ring"+std::to_string(i)+".png"]=firering;
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}
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CreateStillAnimation("arrow.png",{24,24});
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CreateStillAnimation("charged_shot_arrow.png",{48,48});
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CreateStillAnimation("laser.png",{5,1});
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CreateStillAnimation("range_indicator.png",{24,24});
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for(auto&dat:GFX){
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std::string imgFile=dat.first;
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if(!ANIMATION_DATA.count(imgFile)){
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LOG("WARNING! Animation data for "<<imgFile<<" not found! Auto-generating...");
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CreateStillAnimation(imgFile,GFX[imgFile].Sprite()->Size());
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}
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}
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}
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void sig::Animation::SetupPlayerAnimations(){
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int counter=0;
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while("Player"_A.HasProperty("PLAYER_ANIMATION["+std::to_string(counter)+"]")){
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game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_N");
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game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_E");
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game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_S");
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game->GetPlayer()->AddAnimation(DATA["Player"]["PLAYER_ANIMATION["+std::to_string(counter)+"]"].GetString()+"_W");
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counter++;
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}
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ANIMATION_DATA.SetInitialized();
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} |