// sprite routines // - rlyeh, // // credits: original lovely demo by rxi (MIT License). // see https://github.com/rxi/autobatch/tree/master/demo/cats #include "v4k.h" texture_t kids, catImage, shadowImage, inputs; int NUM_SPRITES = 100, NUM_SPRITES_CHANGED = 1; typedef struct Cat { int cat, flip; double x, y; double vx, vy; double animSpeed; double moveTimer; double elapsed; } Cat; void demo_cats() { static array(Cat) cats = 0; // init if( NUM_SPRITES_CHANGED ) { NUM_SPRITES_CHANGED = 0; array_resize(cats, NUM_SPRITES); int i = 0; for each_array_ptr(cats, Cat, c) { randset(i++); c->x = randf() * window_width(); c->y = randf() * window_height(); c->vx = c->vy = 0; c->cat = randi(0, 4); c->flip = randf() < 0.5; c->animSpeed = 0.8 + randf() * 0.3; c->moveTimer = 0; c->elapsed = 0; } } // move const float dt = 1/120.f; const int appw = window_width(), apph = window_height(); enum { yscale = 1 }; for( int i = 0; i < NUM_SPRITES; ++i ) { Cat *c = &cats[i]; // Add velocity to position //and wrap to screen c->x += yscale * c->vx * dt; // % ; c->y += yscale * c->vy * dt; // % (int)window_height(); if( c->x < 0 ) c->x += appw; else if( c->x > appw ) c->x -= appw; if( c->y < 0 ) c->y += apph; else if( c->y > apph ) c->y -= apph; // Faster animation if walking int boost = c->vx == 0 && c->vy == 0 ? 1 : 3; // Update elapsed time c->elapsed += dt * boost; // Update move timer -- if we hit zero then change or zero velocity c->moveTimer -= dt * boost; if (c->moveTimer < 0) { if (randf() < .2) { c->vx = (randf() * 2 - 1) * 30 * 2; c->vy = (randf() * 2 - 1) * 15 * 2; c->flip = c->vx < 0; } else { c->vx = c->vy = 0; } c->moveTimer = 1 + randf() * 5; } } // render uint32_t white = rgba(255,255,255,255); uint32_t alpha = rgba(255,255,255,255*0.6); for( int i = 0; i < NUM_SPRITES; ++i ) { Cat *c = &cats[i]; // Get current animation frame (8x4 tilesheet) double e = c->elapsed * c->animSpeed; double frame_num = c->cat * 8 + floor( ((int)(e * 8)) % 4 ); frame_num = c->vx != 0 || c->vy != 0 ? frame_num + 4 : frame_num; // Get x scale based on flip flag int xscale = yscale * (c->flip ? -1 : 1); // Draw float angle = 0; //fmod(window_time()*360/5, 360); float scale[2] = { 2*xscale, 2*yscale }; float position[3] = { c->x,c->y,c->y }, no_offset[2] = {0,0}, spritesheet[3] = { frame_num,8,4 }; sprite_sheet(catImage, spritesheet, // frame_number in a 8x4 spritesheet position, angle, // position(x,y,depth: sort by Y), angle no_offset, scale, // offset(x,y), scale(x,y) white,0 // tint_color, flags ); float position_neg_sort[3] = { c->x,c->y,-c->y }, offset[2] = {-1,5}, no_spritesheet[3] = {0,0,0}; sprite_sheet(shadowImage, no_spritesheet, // no frame_number (0x0 spritesheet) position_neg_sort, angle, // position(x,y,depth: sort by Y), angle offset, scale, // offset(x,y), scale(x,y) alpha,0 // tint_color, flags ); } } void demo_kids() { static int angle; //++angle; static int *x, *y, *v; // init if( NUM_SPRITES_CHANGED ) { NUM_SPRITES_CHANGED = 0; y = (int*)REALLOC(y, 0 ); x = (int*)REALLOC(x, NUM_SPRITES * sizeof(int) ); y = (int*)REALLOC(y, NUM_SPRITES * sizeof(int) ); v = (int*)REALLOC(v, NUM_SPRITES * sizeof(int) ); for( int i = 0; i < NUM_SPRITES; ++i ) { randset(i); x[i] = randi(0, window_width()); y[i] = randi(0, window_height()); v[i] = randi(1, 3); } } // config const int appw = window_width(), apph = window_height(); // move & render for( int i = 0; i < NUM_SPRITES; ++i ) { y[i] = (y[i] + v[i]) % (apph + 128); int col = ((x[i] / 10) % 4); // 4x4 tilesheet int row = ((y[i] / 10) % 4); int num_frame = col * 4 + row; float position[3] = {x[i],y[i],y[i]}, offset[2]={0,0}, scale[2]={1,1}, spritesheet[3]={num_frame,4,4}; sprite_sheet(kids, spritesheet, // num_frame in a 4x4 spritesheet position, angle, // position(x,y,depth: sort by Y), angle offset, scale, // offset(x,y), scale(x,y) ~0u, 0 // tint color, flags ); } } int main(int argc, char **argv) { window_create(75.f, 0); window_title("V4K - Sprite"); window_color( SILVER ); // options int do_cats = 1; NUM_SPRITES = optioni("--num_sprites,-N", NUM_SPRITES); if(do_cats) NUM_SPRITES/=2; // cat-sprite+cat-shadow == 2 sprites // load sprites and sheets kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR|TEXTURE_SRGB ); catImage = texture( "cat.png", TEXTURE_LINEAR|TEXTURE_SRGB ); // shadowImage = texture( "cat-shadow.png", TEXTURE_LINEAR|TEXTURE_SRGB ); inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR|TEXTURE_SRGB ); // load all fx files, including subdirs fx_load("fx**.fs"); // init camera (x,y) (z = zoom) camera_t cam = camera(); cam.position = vec3(window_width()/2,window_height()/2,1); camera_enable(&cam); while(window_swap()) { if( input(KEY_F5)) window_reload(); if( input(KEY_F11)) window_fullscreen( window_has_fullscreen() ^ 1); if( input(KEY_ESC) ) break; // camera panning (x,y) & zooming (z) if( !ui_hover() && !ui_active() ) { if( input(MOUSE_L) ) cam.position.x -= input_diff(MOUSE_X); if( input(MOUSE_L) ) cam.position.y -= input_diff(MOUSE_Y); cam.position.z += input_diff(MOUSE_W) * 0.1; // cam.p.z += 0.001f; for tests } // apply post-fxs from here fx_begin(); profile("Sprite batching") { if(do_cats) demo_cats(); else demo_kids(); } // flush retained renderer, so we ensure the fbos are up to date before fx_end() profile("Sprite flushing") { sprite_flush(); } // post-fxs end here fx_end(); // draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way { vec3 old_pos = camera_get_active()->position; sprite_flush(); camera_get_active()->position = vec3(window_width()/2,window_height()/2,1); float zindex = window_height(); // large number, on top float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling float position[3] = {window_width() - tile_w, window_height() - tile_h, zindex }; // position in screen-coordinates sprite_sheet(inputs, spritesheet, position, 0/*rotation*/, offset, scale, WHITE, SPRITE_RESOLUTION_INDEPENDANT); sprite_flush(); camera_get_active()->position = old_pos; } if( ui_panel("Sprite", 0) ) { const char *labels[] = {"Kids","Cats"}; if( ui_list("Sprite type", labels, countof(labels), &do_cats) ) NUM_SPRITES_CHANGED = 1; if( ui_int("Number of Sprites", &NUM_SPRITES) ) NUM_SPRITES_CHANGED = 1; if( ui_clampf("Zoom", &cam.position.z, 0.1, 10)); ui_panel_end(); } } }