Add a MovementAnimationComponent

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SeanOMik 2020-07-06 00:44:18 -05:00
parent 7ae000c4ac
commit 7787e44fbb
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GPG Key ID: FA4D55AC05268A88
3 changed files with 180 additions and 9 deletions

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@ -8,7 +8,7 @@
#include <simpleengine/event.h>
#include <simpleengine/entity.h>
#include <simpleengine/components/movement/movement_component.h>
#include <simpleengine/components/animation_component.h>
#include <simpleengine/components/movement_animation_component.h>
#include <simpleengine/events/entity_event.h>
#include <simpleengine/animation.h>
@ -22,7 +22,7 @@ private:
float movement_speed = 95;
sf::Vector2u window_size;
std::unique_ptr<simpleengine::AnimationComponent> anim_component;
std::unique_ptr<simpleengine::MovementAnimationComponent> move_anim_component;
public:
explicit PlayerEntity(sf::Vector2u window_size) : window_size(window_size) {
AddComponent(std::make_unique<simpleengine::MovementComponent>(*this, movement_speed));
@ -30,9 +30,10 @@ public:
texture.loadFromFile("player_sheet.png");
sprite.setTexture(texture);
anim_component = std::make_unique<simpleengine::AnimationComponent>(*this, sprite, texture);
anim_component->AddAnimation("IDLE_LEFT", 20, 0, 0, 6, 0, 128, 128);
anim_component->AddAnimation("WALK_LEFT_NO_SWORD", 9, 0, 8, 9, 8, 128, 128);
move_anim_component = std::make_unique<simpleengine::MovementAnimationComponent>(*this, sprite, texture, movement_speed, 5, 1.1);
move_anim_component->SetAnimation(simpleengine::MovementAnimationType::WALK_LEFT, 9, 0, 8, 9, 8, 128, 128);
move_anim_component->SetAnimation(simpleengine::MovementAnimationType::IDLE_LEFT, 20, 0, 0, 6, 0, 128, 128);
AddComponent(std::move(move_anim_component));
}
~PlayerEntity() override {
@ -55,9 +56,6 @@ public:
void Update(const float& delta_time) override {
Entity::Update(delta_time);
//anim_component->PlayAnimation("IDLE_LEFT", delta_time);
anim_component->PlayAnimation("WALK_LEFT_NO_SWORD", delta_time);
}
void Render(sf::RenderTarget* target) override {
@ -66,7 +64,7 @@ public:
};
int main(int argc, char *argv[]) {
simpleengine::Game game(500, 500, "SimpleEngine - Animation Example");
simpleengine::Game game(700, 700, "SimpleEngine - Animation Example");
game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), std::make_unique<PlayerEntity>(game.GetWindow()->getSize())));
return game.Run();

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@ -0,0 +1,49 @@
//
// Created by SeanOMik on 7/5/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#ifndef SIMPLEENGINE_MOVEMENT_ANIMATION_COMPONENT_H
#define SIMPLEENGINE_MOVEMENT_ANIMATION_COMPONENT_H
#include "../component.h"
#include "animation_component.h"
#include "movement/movement_component.h"
#include <SFML/Graphics.hpp>
namespace simpleengine {
class Entity;
class Animation;
enum MovementAnimationType {
WALK_LEFT,
WALK_RIGHT,
IDLE_LEFT,
IDLE_RIGHT
};
class MovementAnimationComponent : public Component {
public:
MovementAnimationComponent(Entity& owning_entity, sf::Sprite &sprite, sf::Texture &texture_sheet,
float max_velocity, float acceleration, float deceleration);
void SetAnimation(const MovementAnimationType& type, simpleengine::Animation animation);
void SetAnimation(const MovementAnimationType& type, float speed, int start_frame_x, int start_frame_y, int frame_ct_x, int frame_ct_y,
int width, int height);
void Update(const float& delta_time) override;
simpleengine::AnimationComponent GetAnimationComponent();
simpleengine::MovementComponent GetMovementComponent();
private:
std::string MovementAnimationTypeToStr(const MovementAnimationType& type);
simpleengine::AnimationComponent anim_component;
simpleengine::MovementComponent move_component;
};
}
#endif //SIMPLEENGINE_MOVEMENT_ANIMATION_COMPONENT_H

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@ -0,0 +1,124 @@
//
// Created by SeanOMik on 7/5/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#include "components/movement_animation_component.h"
simpleengine::MovementAnimationComponent::MovementAnimationComponent(simpleengine::Entity &owning_entity,
sf::Sprite &sprite, sf::Texture &texture_sheet, float max_velocity, float acceleration, float deceleration)
: Component(owning_entity), anim_component(owning_entity, sprite, texture_sheet),
move_component(owning_entity, max_velocity, acceleration, deceleration) {
}
void simpleengine::MovementAnimationComponent::SetAnimation(const simpleengine::MovementAnimationType &type,
simpleengine::Animation animation) {
anim_component.AddAnimation(MovementAnimationTypeToStr(type), animation);
}
void simpleengine::MovementAnimationComponent::SetAnimation(const simpleengine::MovementAnimationType &type,
float speed, int start_frame_x, int start_frame_y, int frame_ct_x, int frame_ct_y, int width, int height) {
anim_component.AddAnimation(MovementAnimationTypeToStr(type), speed, start_frame_x, start_frame_y,
frame_ct_x, frame_ct_y, width, height);
}
void simpleengine::MovementAnimationComponent::Update(const float& delta_time) {
move_component.Update(delta_time);
if (move_component.GetVelocity().x > 0) { // Moving right
// If the user never set a WALK_RIGHT animation, then we need to flip the WALK_LEFT one.
if (anim_component.HasAnimation("WALK_RIGHT")) {
Animation& anim = anim_component.GetAnimation("WALK_RIGHT");
if (anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
} else {
Animation& anim = anim_component.GetAnimation("WALK_LEFT");
if (!anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
}
} else if (move_component.GetVelocity().x < 0) { // Moving left
// If the user never set a WALK_LEFT animation, then we need to flip the WALK_RIGHT one.
if (anim_component.HasAnimation("WALK_LEFT")) {
Animation& anim = anim_component.GetAnimation("WALK_LEFT");
if (anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
} else {
Animation& anim = anim_component.GetAnimation("WALK_RIGHT");
if (!anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
}
} else {
// If the user never set a IDLE_RIGHT animation, then we need to flip the IDLE_LEFT one.
if (move_component.GetLastDirection().x > 0) { // Facing right
if (anim_component.HasAnimation("IDLE_RIGHT")) {
Animation& anim = anim_component.GetAnimation("IDLE_RIGHT");
if (anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
} else {
Animation& anim = anim_component.GetAnimation("IDLE_LEFT");
if (!anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
}
} else {
// If the user never set a IDLE_LEFT animation, then we need to flip the IDLE_RIGHT one.
if (anim_component.HasAnimation("IDLE_LEFT")) { // Facing left
Animation& anim = anim_component.GetAnimation("IDLE_LEFT");
if (anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
} else {
Animation& anim = anim_component.GetAnimation("IDLE_RIGHT");
if (!anim.IsHorizontallyFlipped()) {
anim.FlipHorizontally();
}
anim.Update(delta_time);
}
}
}
}
std::string simpleengine::MovementAnimationComponent::MovementAnimationTypeToStr(
const simpleengine::MovementAnimationType &type) {
switch (type) {
case WALK_LEFT:
return "WALK_LEFT";
case WALK_RIGHT:
return "WALK_RIGHT";
case IDLE_LEFT:
return "IDLE_LEFT";
case IDLE_RIGHT:
return "IDLE_RIGHT";
default:
return "UNKNOWN_MOVEMENT_ANIMATION_TYPE";
}
}
simpleengine::AnimationComponent simpleengine::MovementAnimationComponent::GetAnimationComponent() {
return anim_component;
}
simpleengine::MovementComponent simpleengine::MovementAnimationComponent::GetMovementComponent() {
return move_component;
}