Setup animation structures and framework

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent ff6931f772
commit 1cb932c151
  1. BIN
      C++ProjectTemplate
  2. 0
      animations.c
  3. 2
      animations.h
  4. 3
      assets/maps/map0
  5. BIN
      assets/player.png
  6. 67
      main.cpp
  7. 3
      references.h
  8. 3
      tiles.h

Binary file not shown.

@ -0,0 +1,2 @@
using namespace olc;

@ -61,4 +61,5 @@
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
OBJECT17;30;

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.6 KiB

@ -5,6 +5,7 @@
#define OLC_SOUNDWAVE
#include "soundwaveEngine.h"
#include "tiles.h"
#include "references.h"
using namespace olc;
@ -33,9 +34,19 @@ class Object{
Animation*spr;
vi2d pos;
int frameIndex=0;
Object(vi2d pos,Animation*spr) {
this->spr;
this->pos;
int frameCount=0;
int animationSpd=12; //How many frames to wait between each frame.
std::string name;
vi2d scale={1,1};
Pixel color=WHITE;
//animationSpd is how long to wait before switching frames.
Object(std::string name,vi2d pos,Animation*spr,vi2d scale={1,1},Pixel color=WHITE,int animationSpd=1) {
this->spr=spr;
this->pos=pos;
this->name=name;
this->scale=scale;
this->color=color;
this->animationSpd=animationSpd;
}
};
@ -58,6 +69,9 @@ public:
Map*MAP_ONETT;
std::vector<std::vector<TILE*>> MAP;
std::map<Reference,Decal*> SPRITES;
std::map<Reference,Animation*> ANIMATIONS;
std::map<Reference,Object*> OBJ_INFO;
std::vector<Object*> OBJECTS;
bool OnUserCreate() override
@ -68,11 +82,19 @@ public:
MAP_ONETT=new Map("map0");
SetupAnimations();
SetupObjectInfo();
//OBJ_INFO["PLAYER"]=PLAYER_ANIMATION;
//LoadMap(MAP_ONETT);
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
elapsedTime+=fElapsedTime;
while (elapsedTime>TARGET_RATE) {
elapsedTime-=TARGET_RATE;
updateGame();
@ -82,15 +104,50 @@ public:
}
void updateGame(){
frameCount++;
for (auto&obj:OBJECTS) {
if (obj->frameCount++>obj->animationSpd) {
obj->frameCount=0;
obj->frameIndex++;
}
}
};
void drawGame(){
for (auto&obj:OBJECTS) {
DrawPartialDecal(obj->pos,obj->spr->spr,{(obj->frameIndex%obj->spr->frames)*obj->spr->width,0},{obj->spr->width,obj->spr->spr->sprite->height},obj->scale,obj->color);
}
};
void LoadMap(Map*map) {
std::ifstream f("assets/maps/"+map->filename);
for (int i=0;i<MAP.size();i++) {
for (int j=0;j<MAP[i].size();j++) {
delete MAP[i][j];
}
MAP[i].clear();
}
MAP_WIDTH=-1;
MAP_HEIGHT=-1;
MAP.clear();
std::string data;
while (f.good()) {
f>>data;
if (MAP_WIDTH==-1) {
MAP_WIDTH=data.length();
printf("Map Width: %d\n",MAP_WIDTH);
}
MAP_HEIGHT++;
}
}
void SetupAnimations() {
SPRITES[PLAYER] = new Decal(new Sprite("assets/player.png"));
ANIMATIONS[PLAYER] = new Animation(SPRITES[PLAYER],32);
}
void SetupObjectInfo() {
OBJ_INFO[PLAYER]=new Object("player",{0,0},ANIMATIONS[PLAYER]);
}
};

@ -0,0 +1,3 @@
enum Reference{
PLAYER,
};

@ -1,6 +1,3 @@
#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
using namespace olc;
class TILE{

Loading…
Cancel
Save