diff options
author | Ekaitz Zarraga <ekaitz@elenq.tech> | 2022-11-12 23:01:24 +0100 |
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committer | Ekaitz Zarraga <ekaitz@elenq.tech> | 2022-11-12 23:01:50 +0100 |
commit | c8663de4fbdb30534723df6c8d1331535dcdadc2 (patch) | |
tree | d2c1b9aed268c74f4ddc83f540a182950262f9d6 /src/main.cpp | |
parent | 2e7d74e2622e13a6986cffd2c8d4423b840c5e59 (diff) |
Reorganize to make animations easily changeable:
Animations now return rectangles so the texture is independent from
them and they don't store the sprite either.
Many Animations may have the same texture.
Changing from one Animation to another is just changing a reference.
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 65 |
1 files changed, 61 insertions, 4 deletions
diff --git a/src/main.cpp b/src/main.cpp index 509f691..38d1e06 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,17 +1,63 @@ #include<SFML/Graphics.hpp> +#include<vector> #include<cstdio> +#include<cmath> #include "graphics/animation.h" #include "entity.h" -class Unit: public Entity{ +class Unit: Entity{ + private: + sf::Texture spritesheet_; public: - Graphics::Animation animation; + + enum class Anim : int{ + standing = 0, + walking = 1, + shooting = 2, + complaining = 3, + dying = 4, + }; + std::vector<int> animation_frame_count { 6, 8, 6, 1, 14 }; + Graphics::Animation walking_animation; + Graphics::Animation standing_animation; + Graphics::Animation shooting_animation; + Graphics::Animation complaining_animation; + Graphics::Animation dying_animation; + Graphics::Animation& current_animation = standing_animation; + sf::Sprite sprite; + + sf::Vector2f position; + sf::Vector2f size; + sf::Vector2f speed; + Unit(){ - animation = Graphics::Animation("angle1.png", 6, 60); + spritesheet_.loadFromFile("angle1_all.png"); + standing_animation = Graphics::Animation(spritesheet_, 6, 60, 44, 48, 0); + walking_animation = Graphics::Animation(spritesheet_, 8, 60, 44, 48, 1); + shooting_animation = Graphics::Animation(spritesheet_, 6, 60, 44, 48, 2); + complaining_animation = Graphics::Animation(spritesheet_, 1, 60, 44, 48, 3); + dying_animation = Graphics::Animation(spritesheet_, 14, 60, 44, 48, 4); + + position = sf::Vector2f{0,0}; + speed = sf::Vector2f{0,0}; }; + void walk(float vx, float vy){ + speed.y = vy; + speed.x = vx; + current_animation.reset(); + current_animation = walking_animation; + walking_animation.reset(); + } ~Unit(){}; + void update(int dt){ + position.x += round(speed.x * dt); + sprite.setTexture(spritesheet_); + sprite.setScale(8,8); + sprite.setTextureRect(current_animation.next(dt)); + sprite.setPosition(position.x, position.y); + } }; int main() @@ -24,16 +70,27 @@ int main() renderWindow.setFramerateLimit(60); + long elapsed_time = 0; + bool once = true; + while (renderWindow.isOpen()){ int dt = clock.getElapsedTime().asMilliseconds(); + elapsed_time += dt; clock.restart(); while (renderWindow.pollEvent(event)){ if (event.type == sf::Event::EventType::Closed) renderWindow.close(); } + if(elapsed_time > 1000 && once){ + unit.walk(0.3, 0); + once = false; + } + + unit.update(dt); + renderWindow.clear(); - renderWindow.draw(unit.animation.next(dt)); + renderWindow.draw(unit.sprite); renderWindow.display(); } } |