implemented simple spritesheet
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f35c9b8a1c
commit
bdd43143f8
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@ -43,7 +43,7 @@ void mob_systems(ecs_world_t *ecs) {
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ECS_SYSTEM_TICKED_EX(ecs, MobDetectPlayers, EcsPostUpdate, 100.0f, components.Position, components.Mob);
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ECS_SYSTEM(ecs, MobMovement, EcsPostUpdate, components.Velocity, components.Position, components.MobHuntPlayer);
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ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee);
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ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
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//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
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}
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int main(int argc, char** argv) {
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@ -91,6 +91,44 @@ void platform_input() {
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}
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}
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void debug_draw_spritesheet() {
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if (nk_begin(game_ui, "Spritesheet debug", nk_rect(660, 100, 240, 800),
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NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_TITLE))
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{
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nk_layout_row_dynamic(game_ui, 0, 1);
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static int spritesheet_frame_id = 0;
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if(nk_button_label(game_ui, "Prev")){
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spritesheet_frame_id-=10;
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}
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if(nk_button_label(game_ui, "Next")){
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spritesheet_frame_id+=10;
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}
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static bool loaded = false;
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static struct nk_image nuclear_image;
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if (!loaded) {
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nuclear_image = TextureToNuklear(main_sprite_sheet.texture);
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}
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nk_layout_row_static(game_ui, 32, 32, 6);
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for(size_t i = 0; i < 10; i++) {
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int frame = spritesheet_frame_id + i;
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float ox = (frame % main_sprite_sheet.framesWide) * main_sprite_sheet.frameSize.x;
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float oy = (int)(frame / main_sprite_sheet.framesWide) * main_sprite_sheet.frameSize.y;
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nuclear_image.region[0] = (nk_short)ox;
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nuclear_image.region[1] = (nk_short)oy;
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nuclear_image.region[2] = 32;
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nuclear_image.region[3] = 32;
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nk_image(game_ui, nuclear_image);
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nk_labelf(game_ui, NK_TEXT_ALIGN_LEFT, "%d", frame);
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}
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nk_end(game_ui);
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}
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}
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void platform_render() {
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platform_resize_window();
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@ -120,6 +158,7 @@ void platform_render() {
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renderer_debug_draw();
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debug_draw();
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debug_draw_spritesheet();
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notification_draw();
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game_draw_ui();
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}
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@ -1,6 +1,10 @@
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#include "spritesheet.c"
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static Camera2D render_camera;
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static float zoom_overlay_tran = 0.0f;
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static SpriteSheet main_sprite_sheet = { 0 };
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#define CAM_OVERLAY_ZOOM_LEVEL 0.15f
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#define ALPHA(x) ColorAlpha(x, data->tran_time)
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@ -89,8 +93,9 @@ void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entr
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float y = data->y;
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float health = (data->hp / data->max_hp);
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DrawNametag("Player", key, data, x, y-16);
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DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_PLAYER)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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//DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_PLAYER)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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//DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time));
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sprite_draw(&main_sprite_sheet, 129, x, y, 0.0f, 2.0f, WHITE);
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//if (data->has_items && !data->inside_vehicle) {
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// float ix = data->x;
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@ -132,7 +137,6 @@ void renderer_draw(void) {
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BeginMode2D(render_camera);
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game_world_view_render_world();
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EndMode2D();
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}
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@ -159,6 +163,12 @@ void renderer_init(void) {
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blocks_setup();
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assets_setup();
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// NOTE(DavoSK): Init others spritesheets here
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main_sprite_sheet.texture = LoadTexture("art/gen/spritesheet.png");
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main_sprite_sheet.frameSize = (Vector2){ 32, 32 };
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main_sprite_sheet.framesWide = 64;
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main_sprite_sheet.origin = (Vector2){ 16, 16 };
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}
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void renderer_shutdown(void) {
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@ -0,0 +1,18 @@
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typedef struct {
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Texture2D texture;
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Vector2 frameSize;
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int framesWide;
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Vector2 origin;
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} SpriteSheet;
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// enum {
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// SPRITE_PLAYER =
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// };
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void sprite_draw(SpriteSheet* sprite, int frame, float x, float y, float ang, float scale, Color c) {
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float ox = (frame % sprite->framesWide) * sprite->frameSize.x;
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float oy = (int)(frame / sprite->framesWide) * sprite->frameSize.y;
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DrawTexturePro(sprite->texture, (Rectangle){ox, oy, sprite->frameSize.x,sprite->frameSize.y},
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(Rectangle){x, y, sprite->frameSize.x * scale, sprite->frameSize.y * scale},
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(Vector2){sprite->origin.x * scale, sprite->origin.y * scale}, ang, c);
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}
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@ -542,6 +542,11 @@ DrawNuklear(struct nk_context * ctx)
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Rectangle dest = {(float)i->x * scale, (float)i->y * scale, (float)i->w * scale, (float)i->h * scale};
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Vector2 origin = {0, 0};
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Color tint = ColorFromNuklear(i->col);
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if(i->img.region[0] || i->img.region[1] || i->img.region[2] || i->img.region[3]) {
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source = (Rectangle){(float)i->img.region[0], (float)i->img.region[1], (float)i->img.region[2], (float)i->img.region[3]};
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}
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DrawTexturePro(texture, source, dest, origin, 0, tint);
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} break;
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