Delete old assets, remove anim update in renderer
Begin to add notion of a hitbox entity size and the rendering size. Dynamic entities such as players will have animations that should exceed the size of the actual player, we should be able to render it at the desired size even if larger than the actual size. Collision still occurs on the entity size (i.e. hitbox). Remove the notion of updating animation in the renderer, we update in WorldTraveller, removing any concept of passing a "deltatime" to the renderer. The renderer's purpose is to draw not parse animation logic.
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62c5fe0629
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88108bce19
@ -215,7 +215,7 @@ void renderer_string(Renderer *const renderer, v4 cameraBounds,
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v4 color)
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v2 entityRenderSize, f32 rotate, v4 color)
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{
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// TODO(doyle): Batch into render groups
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@ -227,24 +227,16 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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{
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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anim->currDuration -= dt;
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if (anim->currDuration <= 0.0f)
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{
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anim->currRectIndex++;
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anim->currRectIndex = anim->currRectIndex % anim->numRects;
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texRect = anim->rect[anim->currRectIndex];
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anim->currDuration = anim->duration;
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}
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 animTexRect = anim->rect[anim->currRectIndex];
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if (entity->direction == direction_east)
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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flipTexCoord(&texRect, TRUE, FALSE);
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flipTexCoord(&animTexRect, TRUE, FALSE);
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}
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RenderTex renderTex = {entity->tex, texRect};
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RenderTex renderTex = {entity->tex, animTexRect};
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RenderQuad entityQuad =
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createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &entityQuad, 1);
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@ -252,7 +244,7 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderObject(renderer, entityRelativeToCamera, entity->size, rotate,
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color, entity->tex);
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renderObject(renderer, entityRelativeToCamera, entityRenderSize,
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rotate, color, entity->tex);
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}
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}
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@ -130,12 +130,16 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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"data/textures/WorldTraveller/TerraSprite1024.png",
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texlist_hero);
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TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
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heroAtlas->texRect[herocoords_idle] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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heroAtlas->texRect[herocoords_walkA] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
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heroAtlas->texRect[herocoords_walkB] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
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heroAtlas->texRect[herocoords_head] = V4(108.0f, 1024.0f, 159.0f, 975.0f);
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heroAtlas->texRect[herocoords_waveA] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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heroAtlas->texRect[herocoords_waveB] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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heroAtlas->texRect[herorects_idle] = V4(746, 1018, 804, 920);
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heroAtlas->texRect[herorects_walkA] = V4(641, 1018, 699, 920);
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heroAtlas->texRect[herorects_walkB] = V4(849, 1018, 904, 920);
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heroAtlas->texRect[herorects_head] = V4(108, 1024, 159, 975);
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heroAtlas->texRect[herorects_waveA] = V4(944, 918, 1010, 816);
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heroAtlas->texRect[herorects_waveB] = V4(944, 812, 1010, 710);
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heroAtlas->texRect[herorects_battlePose] = V4(8, 910, 71, 814);
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heroAtlas->texRect[herorects_castA] = V4(428, 910, 493, 814);
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heroAtlas->texRect[herorects_castB] = V4(525, 919, 590, 816);
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heroAtlas->texRect[herorects_castC] = V4(640, 916, 698, 816);
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/Terrain.png",
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@ -233,7 +237,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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f32 duration = 1.0f;
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i32 numRects = 1;
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v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroIdleRects[0] = heroAtlas->texRect[herocoords_idle];
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heroIdleRects[0] = heroAtlas->texRect[herorects_idle];
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addAnim(hero, entityanimid_idle, heroIdleRects, numRects, duration);
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hero->currAnimIndex = entityanimid_idle;
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@ -241,19 +245,37 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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duration = 0.10f;
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numRects = 3;
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v4 *heroWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroWalkRects[0] = heroAtlas->texRect[herocoords_walkA];
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heroWalkRects[1] = heroAtlas->texRect[herocoords_idle];
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heroWalkRects[2] = heroAtlas->texRect[herocoords_walkB];
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heroWalkRects[0] = heroAtlas->texRect[herorects_walkA];
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heroWalkRects[1] = heroAtlas->texRect[herorects_idle];
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heroWalkRects[2] = heroAtlas->texRect[herorects_walkB];
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addAnim(hero, entityanimid_walk, heroWalkRects, numRects, duration);
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/* Add hero waving animation */
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duration = 0.30f;
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numRects = 2;
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v4 *heroWaveRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroWaveRects[0] = heroAtlas->texRect[herocoords_waveA];
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heroWaveRects[1] = heroAtlas->texRect[herocoords_waveB];
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heroWaveRects[0] = heroAtlas->texRect[herorects_waveA];
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heroWaveRects[1] = heroAtlas->texRect[herorects_waveB];
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addAnim(hero, entityanimid_wave, heroWaveRects, numRects, duration);
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/* Add hero battle stance animation */
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duration = 1.0f;
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numRects = 1;
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v4 *heroBattlePoseRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroBattlePoseRects[0] = heroAtlas->texRect[herorects_battlePose];
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addAnim(hero, entityanimid_battlePose, heroBattlePoseRects, numRects,
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duration);
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/* Add hero battle tackle animation */
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duration = 0.30f;
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numRects = 3;
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v4 *heroTackleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroTackleRects[0] = heroAtlas->texRect[herorects_castA];
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heroTackleRects[1] = heroAtlas->texRect[herorects_castB];
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heroTackleRects[2] = heroAtlas->texRect[herorects_castC];
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addAnim(hero, entityanimid_tackle, heroTackleRects, numRects,
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duration);
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/* Create a NPC */
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pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
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size = hero->size;
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@ -267,8 +289,8 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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duration = 0.30f;
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numRects = 2;
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v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
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npcWavingRects[0] = heroAtlas->texRect[herocoords_waveA];
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npcWavingRects[1] = heroAtlas->texRect[herocoords_waveB];
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npcWavingRects[0] = heroAtlas->texRect[herorects_waveA];
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npcWavingRects[1] = heroAtlas->texRect[herorects_waveB];
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addAnim(npc, entityanimid_wave, npcWavingRects, numRects, duration);
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npc->currAnimIndex = entityanimid_wave;
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@ -300,11 +322,21 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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addAnim(mob, entityanimid_walk, mobWalkRects, numRects, duration);
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}
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INTERNAL inline void resetActiveEntityAnim(Entity *entity)
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INTERNAL inline void setActiveEntityAnim(Entity *entity,
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enum EntityAnimId animId)
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{
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#ifdef DENGINE_DEBUG
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ASSERT(animId < entityanimid_count);
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ASSERT(entity->anim[animId].rect);
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#endif
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/* Reset current anim data */
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EntityAnim *currAnim = &entity->anim[entity->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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/* Set entity active animation */
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entity->currAnimIndex = animId;
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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@ -353,15 +385,14 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown)
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{
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spaceBarWasDown = TRUE;
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resetActiveEntityAnim(hero);
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i32 newAnimId = entityanimid_invalid;
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if (hero->currAnimIndex == entityanimid_idle)
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{
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hero->currAnimIndex = entityanimid_wave;
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}
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newAnimId = entityanimid_tackle;
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else
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{
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hero->currAnimIndex = entityanimid_idle;
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}
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newAnimId = entityanimid_idle;
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setActiveEntityAnim(hero, newAnimId);
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}
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else if (!state->keys[GLFW_KEY_SPACE])
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{
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@ -386,14 +417,12 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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hero->dPos = V2(0.0f, 0.0f);
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if (hero->currAnimIndex == entityanimid_walk)
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{
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resetActiveEntityAnim(hero);
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hero->currAnimIndex = entityanimid_idle;
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setActiveEntityAnim(hero, entityanimid_idle);
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}
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}
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else if (hero->currAnimIndex == entityanimid_idle)
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{
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resetActiveEntityAnim(hero);
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hero->currAnimIndex = entityanimid_walk;
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setActiveEntityAnim(hero, entityanimid_walk);
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}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
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@ -463,6 +492,21 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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}
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}
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INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
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{
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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anim->currDuration -= dt;
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if (anim->currDuration <= 0.0f)
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{
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anim->currRectIndex++;
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anim->currRectIndex = anim->currRectIndex % anim->numRects;
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texRect = anim->rect[anim->currRectIndex];
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anim->currDuration = anim->duration;
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}
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
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@ -501,21 +545,28 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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ASSERT(world->freeEntityIndex < world->maxEntities);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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{
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/* Render entities */
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Entity *const entity = &world->entities[i];
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f32 rotate = 0.0f;
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updateEntityAnim(entity, dt);
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v2 entityRenderSize = entity->size;
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switch (entity->type)
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{
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case entitytype_hero:
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//rotate = DEGREES_TO_RADIANS(90.0f);
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break;
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case entitytype_mob:
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// NOTE(doyle): If dynamic entity, allow animations to exceed
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// the actual hitbox of character
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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entityRenderSize = math_getRectSize(texRect);
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break;
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default:
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break;
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}
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renderer_entity(&state->renderer, cameraBounds, entity, dt, rotate,
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V4(1, 1, 1, 1));
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f32 rotate = 0.0f;
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renderer_entity(&state->renderer, cameraBounds, entity,
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entityRenderSize, rotate, V4(1, 1, 1, 1));
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/* Game logic */
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@ -557,6 +608,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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#ifdef DENGINE_DEBUG
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ASSERT(entity->stats)
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#endif
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setActiveEntityAnim(hero, entityanimid_battlePose);
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hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
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entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
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@ -656,7 +708,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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}
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TexAtlas *heroAtlas = asset_getTextureAtlas(assetManager, texlist_hero);
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v4 heroAvatarTexRect = heroAtlas->texRect[herocoords_head];
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v4 heroAvatarTexRect = heroAtlas->texRect[herorects_head];
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v2 heroAvatarSize = math_getRectSize(heroAvatarTexRect);
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v2 heroAvatarP =
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V2(10.0f, (renderer->size.h * 0.5f) - (0.5f * heroAvatarSize.h));
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@ -25,15 +25,19 @@ enum TerrainCoords
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terraincoords_count,
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};
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enum HeroCoords
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enum HeroRects
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{
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herocoords_idle,
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herocoords_walkA,
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herocoords_walkB,
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herocoords_head,
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herocoords_waveA,
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herocoords_waveB,
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herocoords_count,
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herorects_idle,
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herorects_walkA,
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herorects_walkB,
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herorects_head,
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herorects_waveA,
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herorects_waveB,
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herorects_battlePose,
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herorects_castA,
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herorects_castB,
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herorects_castC,
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herorects_count,
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};
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typedef struct TexAtlas
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@ -30,7 +30,10 @@ enum EntityAnimId
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entityanimid_idle,
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entityanimid_walk,
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entityanimid_wave,
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entityanimid_battlePose,
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entityanimid_tackle,
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entityanimid_count,
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entityanimid_invalid,
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};
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typedef struct EntityAnim
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@ -51,6 +51,6 @@ inline void renderer_staticString(Renderer *const renderer, Font *const font,
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v4 color);
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v2 entityRenderSize, f32 rotate, v4 color);
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#endif
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