The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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272 lines
14 KiB
272 lines
14 KiB
#include "Animation.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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void sig::Animation::InitializeAnimations(){
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auto CreateStillAnimation=[&](Renderable&img,vf2d size,AnimationState state,AnimationData data={}){
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Animate2D::FrameSequence anim(data.frameDuration,data.style);
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anim.AddFrame({&img,{{0,0},size}});
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ANIMATION_DATA[state]=anim;
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};
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auto CreateHorizontalAnimationSequence=[&](Renderable&img,int frameCount,vf2d size,AnimationState state,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({&img,{{int(i*size.x),0},size}});
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}
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ANIMATION_DATA[state]=anim;
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};
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auto SetupClassWalkIdleAnimations=[&](Renderable&sheet,AnimationState WALK_S_ANIMATION){
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Animate2D::FrameSequence pl_walk_s{0.2};
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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[AnimationState(WALK_S_ANIMATION+0)]=pl_walk_s;
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Animate2D::FrameSequence pl_walk_e{0.2};
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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[AnimationState(WALK_S_ANIMATION+1)]=pl_walk_e;
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Animate2D::FrameSequence pl_walk_w{0.2};
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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[AnimationState(WALK_S_ANIMATION+3)]=pl_walk_w;
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Animate2D::FrameSequence pl_walk_n{0.2};
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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[AnimationState(WALK_S_ANIMATION+2)]=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[AnimationState(WALK_S_ANIMATION+4)]=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[AnimationState(WALK_S_ANIMATION+5)]=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[AnimationState(WALK_S_ANIMATION+7)]=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[AnimationState(WALK_S_ANIMATION+6)]=pl_idle_n;
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};
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//Warrior animations.
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SetupClassWalkIdleAnimations(game->GFX_Warrior_Sheet,AnimationState::WARRIOR_WALK_S);
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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);
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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);
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for (int i=0;i<4;i++){
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pl_warrior_swing_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,0}*24,{24,24}}});
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pl_warrior_sonic_swing_s.AddFrame({&game->GFX_Warrior_Sheet,{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({&game->GFX_Warrior_Sheet,{vi2d{4+i,1}*24,{24,24}}});
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pl_warrior_sonic_swing_n.AddFrame({&game->GFX_Warrior_Sheet,{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({&game->GFX_Warrior_Sheet,{vi2d{4+i,2}*24,{24,24}}});
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pl_warrior_sonic_swing_w.AddFrame({&game->GFX_Warrior_Sheet,{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({&game->GFX_Warrior_Sheet,{vi2d{4+i,3}*24,{24,24}}});
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pl_warrior_sonic_swing_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,7}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_N]=pl_warrior_swing_n;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_E]=pl_warrior_swing_e;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_S]=pl_warrior_swing_s;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_W]=pl_warrior_swing_w;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_N]=pl_warrior_sonic_swing_n;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_E]=pl_warrior_sonic_swing_e;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_S]=pl_warrior_sonic_swing_s;
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ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_W]=pl_warrior_sonic_swing_w;
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//Ranger animations
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SetupClassWalkIdleAnimations(game->GFX_Ranger_Sheet,AnimationState::RANGER_WALK_S);
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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({&game->GFX_Ranger_Sheet,{vi2d{3+i,0}*24,{24,24}}});
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pl_ranger_shoot_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{3+i,1}*24,{24,24}}});
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pl_ranger_shoot_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{3+i,3}*24,{24,24}}});
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pl_ranger_shoot_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{3+i,2}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::RANGER_SHOOT_S]=pl_ranger_shoot_s;
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ANIMATION_DATA[AnimationState::RANGER_SHOOT_N]=pl_ranger_shoot_n;
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ANIMATION_DATA[AnimationState::RANGER_SHOOT_E]=pl_ranger_shoot_e;
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ANIMATION_DATA[AnimationState::RANGER_SHOOT_W]=pl_ranger_shoot_w;
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//Wizard animations
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SetupClassWalkIdleAnimations(game->GFX_Wizard_Sheet,AnimationState::WIZARD_WALK_S);
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Animate2D::FrameSequence pl_wizard_idle_attack_s;
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pl_wizard_idle_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,0}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::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({&game->GFX_Wizard_Sheet,{vi2d{4,3}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::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({&game->GFX_Wizard_Sheet,{vi2d{4,2}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::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({&game->GFX_Wizard_Sheet,{vi2d{4,1}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WIZARD_IDLE_ATTACK_N]=pl_wizard_idle_attack_n;
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Animate2D::FrameSequence pl_wizard_attack_s(0.2);
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for(int i=0;i<3;i++){
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pl_wizard_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,0}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,0}*24,{24,24}}});
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}
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}
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ANIMATION_DATA[AnimationState::WIZARD_ATTACK_S]=pl_wizard_attack_s;
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Animate2D::FrameSequence pl_wizard_attack_e(0.2);
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for(int i=0;i<3;i++){
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pl_wizard_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,3}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,3}*24,{24,24}}});
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}
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}
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ANIMATION_DATA[AnimationState::WIZARD_ATTACK_E]=pl_wizard_attack_e;
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Animate2D::FrameSequence pl_wizard_attack_w(0.2);
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for(int i=0;i<3;i++){
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pl_wizard_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,2}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,2}*24,{24,24}}});
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}
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}
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ANIMATION_DATA[AnimationState::WIZARD_ATTACK_W]=pl_wizard_attack_w;
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Animate2D::FrameSequence pl_wizard_attack_n(0.2);
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for(int i=0;i<3;i++){
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pl_wizard_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,1}*24,{24,24}}});
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if(i==1){
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pl_wizard_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,1}*24,{24,24}}});
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}
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}
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ANIMATION_DATA[AnimationState::WIZARD_ATTACK_N]=pl_wizard_attack_n;
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Animate2D::FrameSequence pl_wizard_cast_s(0.1);
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for(int i=0;i<2;i++){
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pl_wizard_cast_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{7+i,0}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::WIZARD_CAST_S]=pl_wizard_cast_s;
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Animate2D::FrameSequence pl_wizard_cast_e(0.1);
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for(int i=0;i<2;i++){
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pl_wizard_cast_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{7+i,3}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::WIZARD_CAST_E]=pl_wizard_cast_e;
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Animate2D::FrameSequence pl_wizard_cast_n(0.1);
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for(int i=0;i<2;i++){
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pl_wizard_cast_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{7+i,1}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::WIZARD_CAST_N]=pl_wizard_cast_n;
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Animate2D::FrameSequence pl_wizard_cast_w(0.1);
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for(int i=0;i<2;i++){
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pl_wizard_cast_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{7+i,2}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState::WIZARD_CAST_W]=pl_wizard_cast_w;
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//Load slime animations.
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for(int slime=0;slime<4;slime++){
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for(int state=0;state<5;state++){
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Animate2D::FrameSequence anim;
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if(state==4){//These are death animations.
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anim=Animate2D::FrameSequence(0.1f,Animate2D::Style::OneShot);
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}
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if(state==2){//These are death animations.
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anim=Animate2D::FrameSequence(0.06f);
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}
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for (int frame=0;frame<10;frame++){
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anim.AddFrame({&game->GFX_Slime_Sheet,{vi2d{frame,state+5*slime}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState(AnimationState::GREEN_SLIME_IDLE+state+slime*5)]=anim;
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}
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}
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CreateHorizontalAnimationSequence(game->GFX_Effect_GroundSlam_Back,5,{64,64},AnimationState::GROUND_SLAM_ATTACK_BACK,{0.02,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence(game->GFX_Effect_GroundSlam_Front,5,{64,64},AnimationState::GROUND_SLAM_ATTACK_FRONT,{0.02,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence(game->GFX_Battlecry_Effect,5,{84,84},AnimationState::BATTLECRY_EFFECT,{0.02,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence(game->GFX_SonicSlash,4,{60,60},AnimationState::SONICSLASH,{0.04,Animate2D::Style::OneShot});
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CreateStillAnimation(game->GFX_EnergyBolt,{24,24},AnimationState::ENERGY_BOLT);
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CreateHorizontalAnimationSequence(game->GFX_EnergyParticle,3,{3,3},AnimationState::ENERGY_PARTICLE);
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CreateHorizontalAnimationSequence(game->GFX_Splash_Effect,5,{24,24},AnimationState::SPLASH_EFFECT,{0.05});
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CreateStillAnimation(game->GFX_BulletCircle,{3,3},AnimationState::DOT_PARTICLE);
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CreateHorizontalAnimationSequence(game->GFX_LightningBolt,5,{24,24},AnimationState::LIGHTNING_BOLT,{0.03,Animate2D::Style::PingPong});
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CreateStillAnimation(game->GFX_LightningBoltParticle1,{5,5},AnimationState::LIGHTNING_BOLT_PARTICLE1);
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CreateStillAnimation(game->GFX_LightningBoltParticle2,{5,5},AnimationState::LIGHTNING_BOLT_PARTICLE2);
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CreateStillAnimation(game->GFX_LightningBoltParticle3,{5,5},AnimationState::LIGHTNING_BOLT_PARTICLE3);
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CreateStillAnimation(game->GFX_LightningBoltParticle4,{5,5},AnimationState::LIGHTNING_BOLT_PARTICLE4);
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CreateStillAnimation(game->GFX_ChainLightning,{1,9},AnimationState::CHAIN_LIGHTNING);
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CreateHorizontalAnimationSequence(game->GFX_LightningSplash,5,{24,24},AnimationState::LIGHTNING_SPLASH);
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CreateStillAnimation(game->GFX_Meteor,{192,192},AnimationState::METEOR);
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for(int i=0;i<5;i++){
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Animate2D::FrameSequence firering;
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firering.AddFrame({&game->GFX_LightningSplash,{{i*24,0},{24,24}}});
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ANIMATION_DATA[AnimationState(AnimationState::FIRE_RING1+i)]=firering;
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}
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CreateStillAnimation(game->GFX_Arrow,{24,24},AnimationState::ARROW);
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}
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void sig::Animation::SetupPlayerAnimations(){
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_WALK_N);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_WALK_E);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_WALK_S);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_WALK_W);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_IDLE_N);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_IDLE_E);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_IDLE_S);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_IDLE_W);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
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game->GetPlayer()->AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_WALK_N);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_WALK_E);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_WALK_S);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_WALK_W);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_IDLE_N);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_IDLE_E);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_IDLE_S);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_IDLE_W);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_SHOOT_S);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_SHOOT_N);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_SHOOT_W);
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game->GetPlayer()->AddAnimation(AnimationState::RANGER_SHOOT_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_WALK_N);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_WALK_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_WALK_S);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_WALK_W);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_N);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_S);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_W);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_N);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_S);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_W);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_ATTACK_N);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_ATTACK_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_ATTACK_S);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_ATTACK_W);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_CAST_N);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_CAST_E);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_CAST_S);
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game->GetPlayer()->AddAnimation(AnimationState::WIZARD_CAST_W);
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} |