877 lines
23 KiB
C++
877 lines
23 KiB
C++
#ifndef RC_SPRITELIB_H_INCLUDED
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#define RC_SPRITELIB_H_INCLUDED
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#ifdef RC_ANDROID
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#include "SDL.h"
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#else
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#include <SDL2/SDL.h>
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#endif // _IRR_ANDROID_PLATFORM_
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#include "rc_sprite2D.h"
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#include "rc_gfx_core.h"
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#define RC_SPRITE_BASE_ANIMATION 0
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int rc_createSpriteAnimation(int spr_id, int anim_length, double fps)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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if(anim_length <= 0)
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anim_length = 1;
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rc_sprite2D_animation_obj animation;
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animation.current_frame = 0;
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animation.fps = fps;
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animation.frame_swap_time = 1000/fps;
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animation.num_frames = anim_length;
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for(int i = 0; i < anim_length; i++)
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animation.frames.push_back(0);
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int animation_id = rc_sprite[spr_id].animation.size();
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rc_sprite[spr_id].animation.push_back(animation);
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return animation_id;
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}
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void rc_setSpriteFrame(int spr_id, int frame)
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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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if(frame < 0 || frame >= rc_sprite[spr_id].sheet_numFrames)
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return;
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rc_sprite[spr_id].current_animation = RC_SPRITE_BASE_ANIMATION;
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rc_sprite[spr_id].animation[RC_SPRITE_BASE_ANIMATION].current_frame = 0;
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rc_sprite[spr_id].animation[RC_SPRITE_BASE_ANIMATION].frames[0] = frame;
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}
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int rc_getSpriteFrame(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 -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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int current_animation = rc_sprite[spr_id].current_animation;
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int current_frame = rc_sprite[spr_id].animation[current_animation].current_frame;
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return rc_sprite[spr_id].animation[current_animation].frames[current_frame];
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}
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void rc_setSpriteAnimationFrame(int spr_id, int spr_animation, int anim_frame, int frame)
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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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if(anim_frame < 0 || anim_frame >= rc_sprite[spr_id].animation[spr_animation].num_frames)
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return;
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if(frame < 0 || frame >= rc_sprite[spr_id].sheet_numFrames)
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return;
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rc_sprite[spr_id].animation[spr_animation].frames[anim_frame] = frame;
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}
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int rc_getSpriteAnimationFrame(int spr_id, int spr_animation, int anim_frame)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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if(anim_frame < 0 || anim_frame >= rc_sprite[spr_id].animation[spr_animation].num_frames)
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return -1;
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return rc_sprite[spr_id].animation[spr_animation].frames[anim_frame];
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}
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void rc_setSpriteAnimationLength(int spr_id, int animation, int num_frames)
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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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// I intentionally checked for less than or equal to 0 because 0 is the base animation and should not be changed
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if(animation <= 0 || animation >= rc_sprite[spr_id].animation.size())
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return;
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if(num_frames <= 0)
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num_frames = 1;
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if(num_frames > rc_sprite[spr_id].animation[animation].num_frames)
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{
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for(int i = rc_sprite[spr_id].animation[animation].num_frames; i < rc_sprite[spr_id].animation[animation].frames.size(); i++)
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rc_sprite[spr_id].animation[animation].frames[i] = 0;
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}
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rc_sprite[spr_id].animation[animation].num_frames = num_frames;
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if(num_frames > rc_sprite[spr_id].animation[animation].frames.size())
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{
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while(num_frames > rc_sprite[spr_id].animation[animation].frames.size())
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rc_sprite[spr_id].animation[animation].frames.push_back(0);
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}
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if(num_frames < rc_sprite[spr_id].animation[animation].frames.size())
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{
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if(rc_sprite[spr_id].animation[animation].current_frame >= num_frames)
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rc_sprite[spr_id].animation[animation].current_frame = num_frames - 1;
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}
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}
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int rc_getSpriteAnimationLength(int spr_id, int animation)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return 0;
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if(!rc_sprite[spr_id].active)
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return 0;
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if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
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return 0;
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return rc_sprite[spr_id].animation[animation].num_frames;
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}
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void rc_setSpriteAnimationSpeed(int spr_id, int animation, double fps)
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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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if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
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return;
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rc_sprite[spr_id].animation[animation].fps = fps;
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rc_sprite[spr_id].animation[animation].frame_swap_time = 1000/fps;
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}
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double rc_getSpriteAnimationSpeed(int spr_id, int animation)
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{
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if(spr_id < 0 || spr_id >= rc_sprite.size())
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return 0;
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if(!rc_sprite[spr_id].active)
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return 0;
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if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
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return 0;
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return rc_sprite[spr_id].animation[animation].fps;
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}
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void rc_setSpriteAnimation(int spr_id, int animation, int num_loops)
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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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if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
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return;
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rc_sprite[spr_id].current_animation = animation;
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rc_sprite[spr_id].animation[animation].current_frame = 0;
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rc_sprite[spr_id].isPlaying = true;
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rc_sprite[spr_id].animation[animation].frame_start_time = SDL_GetTicks();
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rc_sprite[spr_id].num_animation_loops = num_loops;
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}
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int rc_getSpriteAnimation(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 -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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return rc_sprite[spr_id].current_animation;
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}
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int rc_getSpriteCurrentAnimationFrame(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 -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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int current_animation = rc_sprite[spr_id].current_animation;
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return rc_sprite[spr_id].animation[current_animation].current_frame;
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}
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void rc_setSpriteAnimationLoops(int spr_id, int num_loops)
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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].num_animation_loops = num_loops;
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}
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int rc_numSpriteAnimationLoops(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 0;
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if(!rc_sprite[spr_id].active)
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return 0;
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return rc_sprite[spr_id].num_animation_loops;
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}
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bool rc_spriteAnimationIsPlaying(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 false;
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if(!rc_sprite[spr_id].active)
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return false;
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return rc_sprite[spr_id].isPlaying;
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}
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//------------------------------SPRITES-------------------------------------------------------
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//Larger z gets drawn first
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void sortSpriteZ(int canvas_id)
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{
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if(canvas_id < 0 || canvas_id >= rc_canvas.size())
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return;
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if(!rc_canvas[canvas_id].texture)
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return;
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for(int i = 0; i < rc_canvas[canvas_id].sprite.size(); i++)
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{
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rc_sprite2D_obj* spriteA = rc_canvas[canvas_id].sprite[i];
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for(int j = i+1; j < rc_canvas[canvas_id].sprite.size(); j++)
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{
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rc_sprite2D_obj* spriteB = rc_canvas[canvas_id].sprite[j];
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if(spriteB->z > spriteA->z)
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{
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rc_canvas[canvas_id].sprite[j] = NULL;
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rc_canvas[canvas_id].sprite.erase(j);
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rc_canvas[canvas_id].sprite.insert(spriteB, i);
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}
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}
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}
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}
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int rc_createSprite(int img_id, double w, double h)
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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].id = spr_id;
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rc_sprite[spr_id].image_id = img_id;
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rc_sprite[spr_id].frame_size.set(w, h);
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if(img_id >= 0 && img_id < rc_image.size())
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{
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if(rc_image[img_id].image)
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{
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int img_w = rc_image[img_id].image->getSize().Width;
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int img_h = rc_image[img_id].image->getSize().Height;
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rc_sprite[spr_id].frames_per_row = (int)(img_w / w);
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rc_sprite[spr_id].sheet_numFrames = ((int)(img_h / h)) * rc_sprite[spr_id].frames_per_row;
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}
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else
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rc_sprite[spr_id].image_id = -1;
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}
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else
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rc_sprite[spr_id].image_id = -1;
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b2BodyDef sprBodyDef;
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sprBodyDef.type = b2_dynamicBody;
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sprBodyDef.position.Set(0, 0);
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sprBodyDef.angle = 0;
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sprBodyDef.userData.pointer = (uintptr_t)&rc_sprite[spr_id];
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rc_sprite[spr_id].physics.body = rc_canvas[rc_active_canvas].physics2D.world->CreateBody(&sprBodyDef);
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b2FixtureDef sprFixtureDef;
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rc_sprite[spr_id].physics.shape = new b2PolygonShape();
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b2PolygonShape* fix_shape = (b2PolygonShape*)rc_sprite[spr_id].physics.shape;
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fix_shape->SetAsBox(w/2, h/2);
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sprFixtureDef.shape = rc_sprite[spr_id].physics.shape;
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sprFixtureDef.isSensor = true;
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sprFixtureDef.density = 1;
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rc_sprite[spr_id].physics.fixture = rc_sprite[spr_id].physics.body->CreateFixture(&sprFixtureDef);
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rc_sprite[spr_id].physics.offset_x = 0;
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rc_sprite[spr_id].physics.offset_y = 0;
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rc_sprite[spr_id].isSolid = false;
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if(rc_sprite[spr_id].image_id < 0)
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rc_sprite[spr_id].visible =false;
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else
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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].alpha = 255;
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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_sprite[spr_id].current_animation = RC_SPRITE_BASE_ANIMATION;
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rc_sprite[spr_id].num_animation_loops = 0;
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rc_sprite[spr_id].current_animation_loop = 0;
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rc_sprite[spr_id].isPlaying = false;
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rc_sprite[spr_id].animation.clear();
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rc_createSpriteAnimation(spr_id, 1, 0);
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rc_canvas[rc_active_canvas].sprite.push_back(&rc_sprite[spr_id]);
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sortSpriteZ(rc_active_canvas);
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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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rc_sprite[spr_id].animation.clear();
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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_setSpriteSource(int spr_id, int img_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].active)
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return;
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if(img_id < 0)
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{
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rc_sprite[spr_id].image_id = -1;
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return;
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}
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if(img_id >= rc_image.size())
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return;
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if(!rc_image[img_id].image)
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return;
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rc_sprite[spr_id].image_id = img_id;
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}
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int rc_getSpriteSource(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 -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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return rc_sprite[spr_id].image_id;
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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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int rc_getSpriteType(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 -1;
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if(!rc_sprite[spr_id].active)
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return -1;
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return (int)rc_sprite[spr_id].physics.body->GetType();
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}
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void rc_setSpriteSolid(int spr_id, bool flag)
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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].isSolid = flag;
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rc_sprite[spr_id].physics.fixture->SetSensor(!flag);
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}
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bool rc_spriteIsSolid(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 false;
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if(!rc_sprite[spr_id].active)
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return false;
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return rc_sprite[spr_id].isSolid;
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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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void rc_translateSprite(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();
|
|
double spr_x = rc_sprite[spr_id].physics.body->GetPosition().x + x;
|
|
double spr_y = rc_sprite[spr_id].physics.body->GetPosition().y + y;
|
|
rc_sprite[spr_id].physics.body->SetTransform(b2Vec2(spr_x, spr_y), current_angle);
|
|
}
|
|
|
|
void rc_getSpritePosition(int spr_id, double* x, double* y)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
*x = (double)rc_sprite[spr_id].physics.body->GetPosition().x;
|
|
*y = (double)rc_sprite[spr_id].physics.body->GetPosition().y;
|
|
}
|
|
|
|
double rc_spriteX(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return (double)rc_sprite[spr_id].physics.body->GetPosition().x;
|
|
}
|
|
|
|
double rc_spriteY(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return (double)rc_sprite[spr_id].physics.body->GetPosition().y;
|
|
}
|
|
|
|
void rc_setSpriteRotation(int spr_id, double angle)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), angle);
|
|
}
|
|
|
|
void rc_rotateSprite(int spr_id, double angle)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
float new_angle = rc_sprite[spr_id].physics.body->GetAngle() + angle;
|
|
rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), new_angle);
|
|
}
|
|
|
|
double rc_getSpriteRotation(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return rc_sprite[spr_id].physics.body->GetAngle();
|
|
}
|
|
|
|
void rc_setSpriteScale(int spr_id, double x, double y)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
rc_sprite[spr_id].scale.set(x, y);
|
|
|
|
if(rc_sprite[spr_id].isSolid)
|
|
{
|
|
if(rc_sprite[spr_id].physics.fixture)
|
|
{
|
|
b2FixtureDef fixdef;
|
|
fixdef.density = rc_sprite[spr_id].physics.fixture->GetDensity();
|
|
fixdef.friction = rc_sprite[spr_id].physics.fixture->GetFriction();
|
|
fixdef.restitution = rc_sprite[spr_id].physics.fixture->GetRestitution();
|
|
fixdef.restitutionThreshold = rc_sprite[spr_id].physics.fixture->GetRestitutionThreshold();
|
|
fixdef.shape = rc_sprite[spr_id].physics.shape;
|
|
fixdef.isSensor = !(rc_sprite[spr_id].isSolid);
|
|
|
|
switch(fixdef.shape->GetType())
|
|
{
|
|
case b2Shape::e_circle:
|
|
{
|
|
b2CircleShape* shape = (b2CircleShape*)fixdef.shape;
|
|
shape->m_radius = (x+y)/2;
|
|
}
|
|
break;
|
|
|
|
case b2Shape::e_polygon:
|
|
{
|
|
b2PolygonShape* shape = (b2PolygonShape*)fixdef.shape;
|
|
for(int i = 0; i < shape->m_count; i++)
|
|
{
|
|
shape->m_vertices[i].x *= x;
|
|
shape->m_vertices[i].y *= y;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case b2Shape::e_chain:
|
|
{
|
|
b2ChainShape* shape = (b2ChainShape*)fixdef.shape;
|
|
for(int i = 0; i < shape->m_count; i++)
|
|
{
|
|
shape->m_vertices[i].x *= x;
|
|
shape->m_vertices[i].y *= y;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case b2Shape::e_edge:
|
|
{
|
|
b2EdgeShape* shape = (b2EdgeShape*)fixdef.shape;
|
|
|
|
shape->m_vertex0.x *= x;
|
|
shape->m_vertex0.y *= y;
|
|
|
|
shape->m_vertex1.x *= x;
|
|
shape->m_vertex1.y *= y;
|
|
|
|
shape->m_vertex2.x *= x;
|
|
shape->m_vertex2.y *= y;
|
|
|
|
shape->m_vertex3.x *= x;
|
|
shape->m_vertex3.y *= y;
|
|
}
|
|
break;
|
|
}
|
|
|
|
rc_sprite[spr_id].physics.body->DestroyFixture(rc_sprite[spr_id].physics.fixture);
|
|
rc_sprite[spr_id].physics.fixture = rc_sprite[spr_id].physics.body->CreateFixture(&fixdef);
|
|
}
|
|
}
|
|
}
|
|
|
|
void rc_scaleSprite(int spr_id, double x, double y)
|
|
{
|
|
double scale_x = rc_sprite[spr_id].scale.X * x;
|
|
double scale_y = rc_sprite[spr_id].scale.Y * y;
|
|
rc_setSpriteScale(spr_id, scale_x, scale_y);
|
|
}
|
|
|
|
double rc_spriteWidth(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return rc_sprite[spr_id].frame_size.Width;
|
|
}
|
|
|
|
double rc_spriteHeight(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return rc_sprite[spr_id].frame_size.Height;
|
|
}
|
|
|
|
void rc_getSpriteSize(int spr_id, double* w, double* h)
|
|
{
|
|
*w = 0;
|
|
*h = 0;
|
|
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
*w = rc_sprite[spr_id].frame_size.Width;
|
|
*h = rc_sprite[spr_id].frame_size.Height;
|
|
}
|
|
|
|
void rc_setSpriteZ(int spr_id, double z)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
rc_sprite[spr_id].z = z;
|
|
sortSpriteZ(rc_sprite[spr_id].parent_canvas);
|
|
}
|
|
|
|
double rc_spriteZ(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return 0;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return 0;
|
|
|
|
return rc_sprite[spr_id].z;
|
|
}
|
|
|
|
void rc_setSpriteVisible(int spr_id, bool flag)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return;
|
|
|
|
if(rc_sprite[spr_id].image_id)
|
|
rc_sprite[spr_id].visible = flag;
|
|
else
|
|
rc_sprite[spr_id].visible = false;
|
|
}
|
|
|
|
bool rc_spriteIsVisible(int spr_id)
|
|
{
|
|
if(spr_id < 0 || spr_id >= rc_sprite.size())
|
|
return false;
|
|
|
|
if(!rc_sprite[spr_id].active)
|
|
return false;
|
|
|
|
return rc_sprite[spr_id].visible;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------PHYSICS----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
//This function is called on each canvas on update
|
|
void drawSprites(int canvas_id)
|
|
{
|
|
float step = rc_canvas[canvas_id].physics2D.timeStep;
|
|
int32 velocityIterations = rc_canvas[canvas_id].physics2D.velocityIterations;
|
|
int32 positionIterations = rc_canvas[canvas_id].physics2D.positionIterations;
|
|
|
|
if(rc_canvas[canvas_id].physics2D.enabled)
|
|
rc_canvas[canvas_id].physics2D.world->Step(step, velocityIterations, positionIterations);
|
|
|
|
//Setting the render target to the current canvas. NOTE: I might change this target to a separate sprite layer later.
|
|
VideoDriver->setRenderTarget(rc_canvas[canvas_id].texture, true, false);
|
|
|
|
|
|
irr::core::dimension2d<irr::u32> src_size;
|
|
irr::core::rect<irr::s32> sourceRect;
|
|
|
|
irr::core::position2d<irr::s32> position;
|
|
|
|
irr::core::position2d<irr::s32> rotationPoint;
|
|
|
|
irr::f32 rotation = 0;
|
|
irr::core::vector2df scale(1.0, 1.0);
|
|
bool useAlphaChannel = true;
|
|
irr::video::SColor color;
|
|
|
|
//irr::core::rect<irr::s32> dest( irr::core::vector2d(x, y), irr::core::dimension2d(src_w, src_h));;
|
|
|
|
irr::core::vector2df screenSize(rc_canvas[canvas_id].dimension.Width, rc_canvas[canvas_id].dimension.Height);
|
|
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
b2Vec2 physics_pos;
|
|
|
|
irr::f32 RAD_TO_DEG = 180.0/3.141592653589793238463;
|
|
|
|
double spr_timer = SDL_GetTicks();
|
|
|
|
for(int spr_index = 0; spr_index < rc_canvas[canvas_id].sprite.size(); spr_index++)
|
|
{
|
|
rc_sprite2D_obj* sprite = rc_canvas[canvas_id].sprite[spr_index];
|
|
if(!sprite->visible)
|
|
continue;
|
|
|
|
int img_id = sprite->image_id;
|
|
if(img_id < 0 || img_id >= rc_image.size())
|
|
continue;
|
|
|
|
//src_size = rc_image[img_id].image->getSize();
|
|
int current_animation = sprite->current_animation;
|
|
if((spr_timer - sprite->animation[current_animation].frame_start_time) >= sprite->animation[current_animation].frame_swap_time)
|
|
{
|
|
sprite->animation[current_animation].current_frame++;
|
|
|
|
if(sprite->animation[current_animation].current_frame >= sprite->animation[current_animation].num_frames)
|
|
{
|
|
sprite->animation[current_animation].current_frame = 0;
|
|
sprite->current_animation_loop++;
|
|
|
|
if(sprite->current_animation_loop >= sprite->num_animation_loops)
|
|
{
|
|
if(sprite->num_animation_loops < 0)
|
|
sprite->isPlaying = true;
|
|
else
|
|
sprite->isPlaying = false;
|
|
sprite->current_animation_loop = 0;
|
|
}
|
|
}
|
|
|
|
if(!sprite->isPlaying)
|
|
sprite->animation[current_animation].current_frame = 0;
|
|
|
|
sprite->animation[current_animation].frame_start_time = spr_timer;
|
|
}
|
|
|
|
int current_animation_frame = sprite->animation[current_animation].current_frame;
|
|
|
|
int frame_x = (int)(sprite->animation[current_animation].frames[current_animation_frame]%sprite->frames_per_row)*sprite->frame_size.Width;
|
|
int frame_y = (int)(sprite->animation[current_animation].frames[current_animation_frame]/sprite->frames_per_row)*sprite->frame_size.Height;
|
|
irr::core::vector2d<irr::s32> frame_pos(frame_x, frame_y);
|
|
src_size = sprite->frame_size;
|
|
sourceRect = irr::core::rect<irr::s32>( frame_pos, src_size);
|
|
//sourceRect = irr::core::rect<irr::s32>( irr::core::vector2d<irr::s32>(0, 0), src_size);
|
|
|
|
physics_pos = sprite->physics.body->GetPosition();
|
|
x = (int)physics_pos.x;
|
|
y = (int)physics_pos.y;
|
|
position.set(x, y);
|
|
|
|
|
|
rotationPoint.set(x + (src_size.Width/2), y + (src_size.Height/2)); //TODO: need to account for offset once that is implemented
|
|
rotation = -1 * (sprite->physics.body->GetAngle() * RAD_TO_DEG); //convert Box2D radians to degrees
|
|
|
|
scale.set(sprite->scale.X, sprite->scale.Y);
|
|
|
|
color.set(sprite->alpha,
|
|
sprite->color_mod.getRed(),
|
|
sprite->color_mod.getGreen(),
|
|
sprite->color_mod.getBlue());
|
|
|
|
//I don't want to draw an image that doesn't exists. Thats just crazy.
|
|
draw2DImage(VideoDriver, rc_image[img_id].image, sourceRect, position, rotationPoint, rotation, scale, useAlphaChannel, color, screenSize);
|
|
}
|
|
//Must set back to canvas 0 (the backbuffer) before returning
|
|
|
|
VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
|
|
}
|
|
|
|
//NOTE TO TBIRD
|
|
// 1. Each sprite has a Box2D body. You can look in "rc_sprite2D.h" to see how a sprite is structured.
|
|
// 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.
|
|
// 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.
|
|
// 4. The sprite.visible attribute only determines whether to draw the sprite. The physics simulation will still happen each frame unless physics are disabled.
|
|
// 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.
|
|
// 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.
|
|
// 7. If you want to modify how sprites are rendered then you can just change the drawSprites() function above these notes.
|
|
|
|
//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------
|
|
|
|
#endif // RC_SPRITELIB_H_INCLUDED
|