Moved sprite functions to separate header
This commit is contained in:
195
rcbasic_runtime/rc_spritelib.h
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195
rcbasic_runtime/rc_spritelib.h
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#ifndef RC_SPRITELIB_H_INCLUDED
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#define RC_SPRITELIB_H_INCLUDED
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#include "rc_sprite2D.h"
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#include "rc_gfx_core.h"
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//------------------------------SPRITES-------------------------------------------------------
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int rc_createSprite(int img_id)
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{
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if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
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return -1;
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if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
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return -1;
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//std::cout << "debug 1" << std::endl;
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int spr_id = -1;
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for(int i = 0; i < rc_sprite.size(); i++)
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{
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if(!rc_sprite[i].active)
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{
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spr_id = i;
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break;
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}
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}
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if(spr_id < 0)
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{
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spr_id = rc_sprite.size();
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rc_sprite2D_obj sprite;
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rc_sprite.push_back(sprite);
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}
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rc_sprite[spr_id].active = true;
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rc_sprite[spr_id].image_id = img_id;
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b2BodyDef sprBodyDef;
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sprBodyDef.type = b2_staticBody;
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sprBodyDef.position.Set(0, 0);
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sprBodyDef.angle = 0;
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rc_sprite[spr_id].physics.body = rc_canvas[rc_active_canvas].physics2D.world->CreateBody(&sprBodyDef);
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rc_sprite[spr_id].physics_enabled = false;
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rc_sprite[spr_id].visible = true;
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rc_sprite[spr_id].scale.set(1.0, 1.0);
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rc_sprite[spr_id].position.set(0, 0);
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rc_sprite[spr_id].alpha = 255;
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rc_sprite[spr_id].rotation = 0;
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rc_sprite[spr_id].z = 0;
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rc_sprite[spr_id].color_mod.set(255,255,255,255);
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rc_sprite[spr_id].parent_canvas = rc_active_canvas;
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rc_canvas[rc_active_canvas].sprite.push_back(&rc_sprite[spr_id]);
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return spr_id;
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}
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void rc_deleteSprite(int spr_id)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return;
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if(rc_sprite[spr_id].physics.body)
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{
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if(rc_sprite[spr_id].parent_canvas >= 0 && rc_sprite[spr_id].parent_canvas < rc_canvas.size())
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{
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if(rc_canvas[rc_sprite[spr_id].parent_canvas].physics2D.world)
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rc_canvas[rc_sprite[spr_id].parent_canvas].physics2D.world->DestroyBody(rc_sprite[spr_id].physics.body);
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}
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rc_sprite[spr_id].physics.body = NULL;
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}
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rc_sprite[spr_id].active = false;
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rc_sprite[spr_id].parent_canvas = -1;
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for(int i = 0; i < rc_canvas[rc_active_canvas].sprite.size(); i++)
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{
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rc_sprite2D_obj* canvas_sprite = rc_canvas[rc_active_canvas].sprite[i];
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rc_sprite2D_obj* global_sprite = &rc_sprite[spr_id];
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if(canvas_sprite == global_sprite)
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{
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rc_canvas[rc_active_canvas].sprite.erase(i);
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break;
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}
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}
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}
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void rc_setSpriteType(int spr_id, int body_type)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return;
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if(!rc_sprite[spr_id].active)
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return;
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rc_sprite[spr_id].physics.body->SetType((b2BodyType) body_type);
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}
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void rc_setSpritePosition(int spr_id, double x, double y)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return;
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if(!rc_sprite[spr_id].active)
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return;
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float current_angle = rc_sprite[spr_id].physics.body->GetAngle();
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rc_sprite[spr_id].physics.body->SetTransform(b2Vec2(x, y), current_angle);
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}
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//This function is called on each canvas on update
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void drawSprites(int canvas_id)
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{
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float step = rc_canvas[canvas_id].physics2D.timeStep;
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int32 velocityIterations = rc_canvas[canvas_id].physics2D.velocityIterations;
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int32 positionIterations = rc_canvas[canvas_id].physics2D.positionIterations;
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if(rc_canvas[canvas_id].physics2D.enabled)
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rc_canvas[canvas_id].physics2D.world->Step(step, velocityIterations, positionIterations);
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//Setting the render target to the current canvas. NOTE: I might change this target to a separate sprite layer later.
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VideoDriver->setRenderTarget(rc_canvas[canvas_id].texture, false, false);
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irr::core::dimension2d<irr::u32> src_size;
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irr::core::rect<irr::s32> sourceRect;
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irr::core::position2d<irr::s32> position;
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irr::core::position2d<irr::s32> rotationPoint;
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irr::f32 rotation = 0;
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irr::core::vector2df scale(1.0, 1.0);
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bool useAlphaChannel = true;
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irr::video::SColor color;
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//irr::core::rect<irr::s32> dest( irr::core::vector2d(x, y), irr::core::dimension2d(src_w, src_h));;
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irr::core::vector2df screenSize(rc_canvas[canvas_id].dimension.Width, rc_canvas[canvas_id].dimension.Height);
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int x = 0;
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int y = 0;
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b2Vec2 physics_pos;
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irr::f32 RAD_TO_DEG = 180.0/3.141592653589793238463;
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for(int spr_index = 0; spr_index < rc_canvas[canvas_id].sprite.size(); spr_index++)
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{
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rc_sprite2D_obj* sprite = rc_canvas[canvas_id].sprite[spr_index];
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if(!sprite->visible)
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continue;
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int img_id = sprite->image_id;
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if(img_id < 0 || img_id >= rc_image.size())
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continue;
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src_size = rc_image[img_id].image->getSize();
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sourceRect = irr::core::rect<irr::s32>( irr::core::vector2d<irr::s32>(0, 0), src_size);
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physics_pos = sprite->physics.body->GetPosition();
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x = (int)physics_pos.x;
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y = (int)physics_pos.y;
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position.set(x, y);
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rotationPoint.set(x + (src_size.Width/2), y + (src_size.Height/2));
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rotation = -1 * (sprite->physics.body->GetAngle() * RAD_TO_DEG); //convert Box2D radians to degrees
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scale.set(sprite->scale.X, sprite->scale.Y);
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color.set(sprite->alpha,
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sprite->color_mod.getRed(),
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sprite->color_mod.getGreen(),
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sprite->color_mod.getBlue());
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draw2DImage(VideoDriver, rc_image[img_id].image, sourceRect, position, rotationPoint, rotation, scale, useAlphaChannel, color, screenSize);
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}
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//Must set back to canvas 0 (the backbuffer) before returning
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VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
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}
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//NOTE TO TBIRD
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// 1. Each sprite has a Box2D body. You can look in "rc_sprite2D.h" to see how a sprite is structured.
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// 2. A box2D world is setup for each canvas. So a sprite will be attached to the canvas thats active when its created. When that canvas is destroyed, so is the sprite.
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// 3. By default, I have the sprite.physics_enabled attribute set to false. I feel like it makes sense to have a user intentionally enable physics since a user may not want physics for every sprite.
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// 4. The sprite.visible attribute only determines whether to draw the sprite. The physics simulation will still happen each frame unless physics are disabled.
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// 5. Don't change the value of sprite.active. Its used to check whether a sprite exists or not. I have an array of sprites in rc_sprite2D.h and if the active attribute is set to false, I reuse that slot to create a new sprite. If there is no inactive sprites in the array then I add a new sprite index to the array.
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// 6. The time step, velocity Iterations, and position iterations are part of the canvas.physics2D attribute. You will need to make functions to allow the user to change those.
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// 7. If you want to modify how sprites are rendered then you can just change the drawSprites() function above these notes.
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//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------
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#endif // RC_SPRITELIB_H_INCLUDED
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