Change Animation names, stop input parse on attack
This commit is contained in:
parent
b8b76cecd3
commit
403999b566
@ -414,22 +414,19 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
|
||||
}
|
||||
|
||||
void asset_addAnimation(AssetManager *assetManager, i32 texId,
|
||||
i32 animId, i32 *atlasIndexes, i32 numFrames,
|
||||
i32 animId, i32 *frameIndex, i32 numFrames,
|
||||
f32 frameDuration)
|
||||
{
|
||||
#ifdef DENGINE_DEBUG
|
||||
ASSERT(assetManager && atlasIndexes)
|
||||
ASSERT(!assetManager->anims[animId].atlasIndexes);
|
||||
ASSERT(assetManager && frameIndex)
|
||||
ASSERT(!assetManager->anims[animId].frameIndex);
|
||||
#endif
|
||||
|
||||
Animation anim = {0};
|
||||
// TODO(doyle): Do we need texture to be bound to animation?
|
||||
anim.tex = asset_getTexture(assetManager, texId);
|
||||
anim.atlas = asset_getTextureAtlas(assetManager, texId);
|
||||
|
||||
anim.atlasIndexes = PLATFORM_MEM_ALLOC(numFrames, i32);
|
||||
for (i32 i = 0; i < numFrames; i++)
|
||||
anim.atlasIndexes[i] = atlasIndexes[i];
|
||||
anim.frameIndex = PLATFORM_MEM_ALLOC(numFrames, i32);
|
||||
for (i32 i = 0; i < numFrames; i++) anim.frameIndex[i] = frameIndex[i];
|
||||
|
||||
anim.numFrames = numFrames;
|
||||
anim.frameDuration = frameDuration;
|
||||
|
@ -229,8 +229,8 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
|
||||
{
|
||||
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
|
||||
Animation *anim = entityAnim->anim;
|
||||
i32 atlasIndex = anim->atlasIndexes[entityAnim->currFrame];
|
||||
v4 animTexRect = anim->atlas->texRect[atlasIndex];
|
||||
i32 frameIndex = anim->frameIndex[entityAnim->currFrame];
|
||||
v4 animTexRect = anim->atlas->texRect[frameIndex];
|
||||
|
||||
if (entity->direction == direction_east)
|
||||
{
|
||||
|
@ -320,6 +320,12 @@ INTERNAL inline void setActiveEntityAnim(Entity *entity,
|
||||
entity->currAnimCyclesCompleted = 0;
|
||||
}
|
||||
|
||||
INTERNAL inline v4 getEntityScreenRect(Entity entity)
|
||||
{
|
||||
v4 result = math_getRect(entity.pos, entity.hitboxSize);
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL void parseInput(GameState *state, const f32 dt)
|
||||
{
|
||||
/*
|
||||
@ -338,7 +344,10 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
|
||||
Entity *hero = &world->entities[world->heroIndex];
|
||||
v2 ddPos = V2(0, 0);
|
||||
|
||||
// TODO(doyle): As we need to handle more key spam input, we want to track
|
||||
if (hero->stats->busyDuration <= 0)
|
||||
{
|
||||
// TODO(doyle): As we need to handle more key spam input, we want to
|
||||
// track
|
||||
// if a button ended down
|
||||
LOCAL_PERSIST b32 spaceBarWasDown = FALSE;
|
||||
|
||||
@ -366,7 +375,8 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
|
||||
|
||||
if (ddPos.x != 0.0f && ddPos.y != 0.0f)
|
||||
{
|
||||
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
|
||||
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal
|
||||
// using
|
||||
// pythagoras theorem on a unit triangle
|
||||
// 1^2 + 1^2 = c^2
|
||||
ddPos = v2_scale(ddPos, 0.70710678118f);
|
||||
@ -387,6 +397,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
|
||||
spaceBarWasDown = FALSE;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// NOTE(doyle): Clipping threshold for snapping velocity to 0
|
||||
f32 epsilon = 0.5f;
|
||||
@ -476,8 +487,8 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
|
||||
// TODO(doyle): Recheck why we have this twice
|
||||
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
|
||||
Animation anim = *entityAnim->anim;
|
||||
i32 atlasIndex = anim.atlasIndexes[entityAnim->currFrame];
|
||||
v4 texRect = anim.atlas->texRect[atlasIndex];
|
||||
i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
|
||||
v4 texRect = anim.atlas->texRect[frameIndex];
|
||||
|
||||
entityAnim->currDuration -= dt;
|
||||
if (entityAnim->currDuration <= 0.0f)
|
||||
@ -486,8 +497,8 @@ INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
|
||||
entity->currAnimCyclesCompleted++;
|
||||
|
||||
entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
|
||||
atlasIndex = entityAnim->anim->atlasIndexes[entityAnim->currFrame];
|
||||
texRect = anim.atlas->texRect[atlasIndex];
|
||||
frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
|
||||
texRect = anim.atlas->texRect[frameIndex];
|
||||
entityAnim->currDuration = anim.frameDuration;
|
||||
}
|
||||
|
||||
|
@ -60,9 +60,8 @@ typedef struct TexAtlas
|
||||
|
||||
typedef struct Animation
|
||||
{
|
||||
Texture *tex;
|
||||
TexAtlas *atlas;
|
||||
i32 *atlasIndexes;
|
||||
i32 *frameIndex;
|
||||
i32 numFrames;
|
||||
f32 frameDuration;
|
||||
} Animation;
|
||||
|
@ -78,6 +78,10 @@ typedef struct Entity
|
||||
b32 collides;
|
||||
|
||||
// TODO(doyle): String based access
|
||||
// TODO(doyle): Separate animation refs from curr animation state, entity
|
||||
// only ever has one active current animation. ATM every entity animation
|
||||
// has a currframe and duration .. either that or we stop resetting
|
||||
// animation on entity context switch
|
||||
EntityAnim_ anim[16];
|
||||
i32 currAnimId;
|
||||
u32 currAnimCyclesCompleted;
|
||||
@ -85,10 +89,4 @@ typedef struct Entity
|
||||
EntityStats *stats;
|
||||
} Entity;
|
||||
|
||||
INTERNAL inline v4 getEntityScreenRect(Entity entity)
|
||||
{
|
||||
v4 result = math_getRect(entity.pos, entity.hitboxSize);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user