The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
AdventuresInLestoria/Adventures in Lestoria/olcUTIL_Animate2D.h

300 lines
9.1 KiB

/*
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, <EFBFBD>OneLoneCoder 2019, 2020, 2021, 2022
*/
#pragma once
#include "olcUTIL_Geometry2D.h"
#define OLC_IGNOREVEC2D
#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<int32_t>& 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<int32_t>& GetSourceRect() const
{
return rectFrameSource;
}
private:
const olc::Renderable* gfxImageSource;
geom2d::rect<int32_t> 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
ReverseOneShot, // Cycle through sequence backwards and suspend on final frame
Reverse, // Cycle through sequence backwards
};
class FrameSequence
{
public:
Style m_nStyle;
std::vector<Frame> 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;
}
inline void ChangeFrameDuration(const float fFrameDuration){
m_fFrameDuration = fFrameDuration;
m_fFrameRate = 1.0f / m_fFrameDuration;
}
// 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:
case Style::ReverseOneShot:{
return m_vFrames.size()*m_fFrameDuration;
}break;
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;
}break;
default:{
ERR(std::format("WARNING! Animation style {} was not found! THIS SHOULD NOT BE HAPPENING!",int(m_nStyle)));
return 0.f;
}
}
}
inline const size_t GetFrameCountBasedOnAnimationStyle()const{
switch (m_nStyle)
{
case Style::Repeat:
case Style::OneShot:
case Style::ReverseOneShot:{
return m_vFrames.size();
}break;
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()*2.f-1;
}break;
default:{
ERR(std::format("WARNING! Animation style {} was not found! THIS SHOULD NOT BE HAPPENING!",int(m_nStyle)));
return 0;
}
}
}
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::ReverseOneShot:{
return std::clamp((m_vFrames.size() - 1) - size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1);
}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<typename StatesEnum>
friend class Animation;
};
// Animation object holds a group of frame sequences and can mutate an AnimationState token
template<typename StatesEnum>
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)
{
currentStateName=sStateName;
size_t idx = m_mapStateIndices.at(sStateName);
if (state.nIndex != idx)
{
state.fTime = 0.0f;
state.nIndex = idx;
return true;
}
return false;
}
// Changes an animation without resetting the played animation time. Useful when changing a direction but retaining the frame time that has passed.
inline bool ModifyDisplaySprite(AnimationState& state, const StatesEnum& sStateName)
{
currentStateName=sStateName;
size_t idx = m_mapStateIndices.at(sStateName);
if (state.nIndex != idx)
{
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 AnimationState& state)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;
}
inline bool HasState(const StatesEnum&sStateName){
return m_mapStateIndices.count(sStateName);
}
private:
std::vector<FrameSequence> m_vSequences;
std::unordered_map<StatesEnum, size_t> m_mapStateIndices;
};
}
using namespace olc::utils;