Create AnimationComponent, and an example to show it

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SeanOMik 2020-07-05 01:28:23 -05:00
parent 5794fe6c2e
commit dd919bf89e
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8 changed files with 260 additions and 5 deletions

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# Add examples as a subdirectory
add_subdirectory(snake)
add_subdirectory(snake)
add_subdirectory(animation)

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cmake_minimum_required (VERSION 3.6)
project(AnimationExample)
add_executable(animation_example src/main.cpp)
# Link headers and source files.
file(GLOB_RECURSE source_list src/*.cpp)
target_sources(animation_example PRIVATE ${source_list})
target_include_directories(animation_example PUBLIC include)
# Link simpleengine
target_link_libraries(animation_example PUBLIC simpleengine)
# Set standard to C++17
set_target_properties(animation_example PROPERTIES CXX_STANDARD 17 CXX_EXTENSIONS OFF)

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//
// Created by SeanOMik on 7/2/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#include <simpleengine/game.h>
#include <simpleengine/event.h>
#include <simpleengine/entity.h>
#include <simpleengine/components/movement/movement_component.h>
#include <simpleengine/components/animation_component.h>
#include <simpleengine/events/entity_event.h>
#include <simpleengine/animation.h>
#include <chrono>
#include <iostream>
class PlayerEntity : public simpleengine::Entity {
private:
sf::Sprite sprite;
sf::Texture texture;
float movement_speed = 95;
sf::Vector2u window_size;
std::unique_ptr<simpleengine::AnimationComponent> anim_component;
public:
explicit PlayerEntity(sf::Vector2u window_size) : window_size(window_size) {
AddComponent(std::make_unique<simpleengine::MovementComponent>(*this, movement_speed));
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);
}
~PlayerEntity() override {
std::cout << "Destroying" << std::endl;
simpleengine::Entity::~Entity();
}
void Move(const float& delta_time, const float& x, const float& y) override {
sprite.move(x, y);
}
void Move(const float& delta_time, const sf::Vector2f& offset) override {
sprite.move(offset * delta_time);
}
void Move(const sf::Vector2f& offset) override {
sprite.move(offset);
}
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 {
target->draw(sprite);
}
};
int main(int argc, char *argv[]) {
simpleengine::Game game(500, 500, "SimpleEngine - Animation Example");
game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), std::make_unique<PlayerEntity>(game.GetWindow()->getSize())));
return game.Run();
}

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//
// Created by SeanOMik on 7/5/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#ifndef SIMPLEENGINE_ANIMATION_H
#define SIMPLEENGINE_ANIMATION_H
#include <SFML/Graphics.hpp>
namespace simpleengine {
class Animation {
public:
Animation(sf::Sprite &sprite, sf::Texture &texture_sheet, 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);
void Reset();
/*void Play();
void Pause();*/
private:
sf::Sprite &sprite;
sf::Texture &texture_sheet;
float speed; // Speed is how long it takes until it swaps to next texture.
float timer;
int width;
int height;
sf::IntRect start_rect;
sf::IntRect current_rect;
sf::IntRect end_rect;
};
}
#endif //SIMPLEENGINE_ANIMATION_H

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//
// Created by SeanOMik on 7/4/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#ifndef SIMPLEENGINE_ANIMATION_COMPONENT_H
#define SIMPLEENGINE_ANIMATION_COMPONENT_H
#include "../component.h"
#include "../animation.h"
#include <SFML/Graphics.hpp>
namespace simpleengine {
class Entity;
class AnimationComponent : public Component {
private:
sf::Sprite& sprite;
sf::Texture& texture_sheet;
std::map<std::string, Animation> animations;
public:
explicit AnimationComponent(Entity& owning_entity, sf::Sprite& sprite, sf::Texture& texture_sheet);
void Update(const float &delta_time) override;
void AddAnimation(const std::string& animation_name, float speed, int start_frame_x, int start_frame_y, int frame_ct_x,
int frame_ct_y, int width, int height);
void AddAnimation(const std::string& animation_name, simpleengine::Animation animation);
void UpdateAnimation(const std::string& animation_name, const float& delta_time);
sf::Sprite &GetSprite() const;
sf::Texture &GetTextureSheet() const;
const std::map<std::string, Animation> &GetAnimations() const;
};
}
#endif //SIMPLEENGINE_ANIMATION_COMPONENT_H

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@ -43,10 +43,6 @@ namespace simpleengine {
void UpdateComponents(const float& delta_time);
void AddComponent(std::unique_ptr<Component> component);
std::shared_ptr<Entity> GetShared() {
return shared_from_this();
}
protected:
std::vector<std::unique_ptr<Component>> components;
bool destroying = false;

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src/animation.cpp Normal file
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//
// Created by SeanOMik on 7/5/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#include "animation.h"
simpleengine::Animation::Animation(sf::Sprite &sprite, sf::Texture &texture_sheet, float speed, int start_frame_x,
int start_frame_y, int frame_ct_x, int frame_ct_y, int width, int height) : sprite(sprite), texture_sheet(texture_sheet),
speed(speed), start_rect(sf::IntRect(start_frame_x * width, start_frame_y * height, width, height)),
end_rect(sf::IntRect(frame_ct_x * width, frame_ct_y * height, width, height)), width(width), height(height) {
timer = 0;
// Set start of sprite.
this->sprite.setTexture(texture_sheet, true);
this->sprite.setTextureRect(start_rect);
this->current_rect = start_rect;
}
void simpleengine::Animation::Update(const float &delta_time) {
// Update timer
timer += 100 * delta_time;
if (timer >= speed) {
// Reset animation
timer = 0;
// We have not reached the end, so change the texture.
if (current_rect != end_rect) {
current_rect.left += width;
} else {
current_rect.left = start_rect.left;
}
sprite.setTextureRect(current_rect);
}
}
void simpleengine::Animation::Reset() {
timer = 0;
current_rect = start_rect;
}

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//
// Created by SeanOMik on 7/4/2020.
// Github: https://github.com/SeanOMik
// Email: seanomik@gmail.com
//
#include "components/animation_component.h"
#include "animation.h"
simpleengine::AnimationComponent::AnimationComponent(Entity& owning_entity, sf::Sprite& sprite, sf::Texture& texture_sheet)
: Component(owning_entity), sprite(sprite), texture_sheet(texture_sheet) {
}
void simpleengine::AnimationComponent::Update(const float &delta_time) {
}
void simpleengine::AnimationComponent::AddAnimation(const std::string& animation_name, float speed, int start_frame_x, int start_frame_y, int frame_ct_x,
int frame_ct_y, int width, int height) {
animations.emplace(animation_name, Animation(sprite, texture_sheet, speed, start_frame_x, start_frame_y, frame_ct_x, frame_ct_y, width, height));
}
void simpleengine::AnimationComponent::AddAnimation(const std::string& animation_name, simpleengine::Animation animation) {
animations.emplace(animation_name, animation);
}
void simpleengine::AnimationComponent::UpdateAnimation(const std::string &animation_name, const float &delta_time) {
auto anim = animations.find(animation_name);
if (anim != animations.end()) {
anim->second.Update(delta_time);
} else {
throw std::runtime_error("Animation, \"" + animation_name + "\", was not found!");
}
}
sf::Sprite &simpleengine::AnimationComponent::GetSprite() const {
return sprite;
}
sf::Texture &simpleengine::AnimationComponent::GetTextureSheet() const {
return texture_sheet;
}
const std::map<std::string, simpleengine::Animation> &simpleengine::AnimationComponent::GetAnimations() const {
return animations;
}