Added hidden texture support in content
parent
267ec5a40a
commit
e61c580247
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@ -642,6 +642,7 @@ dependencies = [
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"galactica-packer",
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"galactica-util",
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"image",
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"lazy_static",
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"nalgebra",
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"rapier2d",
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"serde",
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@ -64,3 +64,4 @@ rand = "0.8.5"
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walkdir = "2.4.0"
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toml = "0.8.8"
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glyphon = "0.4.1"
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lazy_static = "1.4.0"
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@ -27,3 +27,4 @@ walkdir = { workspace = true }
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nalgebra = { workspace = true }
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image = { workspace = true }
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rapier2d = { workspace = true }
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lazy_static = { workspace = true }
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@ -13,8 +13,8 @@ use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
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use std::{
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collections::HashMap,
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fs::File,
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hash::Hash,
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io::Read,
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num::NonZeroU32,
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path::{Path, PathBuf},
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};
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use toml;
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@ -304,8 +304,8 @@ impl Content {
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}
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/// Get a texture by its index
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pub fn get_image(&self, idx: u32) -> &SpriteAtlasImage {
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&self.sprite_atlas.index[idx as usize]
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pub fn get_image(&self, idx: NonZeroU32) -> &SpriteAtlasImage {
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&self.sprite_atlas.get_by_idx(idx)
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}
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/// Get an outfit from a handle
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@ -1,4 +1,4 @@
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use std::path::PathBuf;
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use std::{num::NonZeroU32, path::PathBuf};
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pub(crate) mod syntax {
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use anyhow::{bail, Result};
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@ -36,8 +36,8 @@ pub(crate) mod syntax {
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// An insufficient limit will result in some tiles not being drawn
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let starfield_instance_limit = 12 * starfield_count as u64;
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let starfield_texture = match atlas.path_map.get(&self.starfield.texture) {
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Some(s) => *s,
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let starfield_texture = match atlas.get_idx_by_path(&self.starfield.texture) {
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Some(s) => s,
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None => {
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bail!(
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"starfield texture `{}` doesn't exist",
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@ -129,7 +129,7 @@ pub struct Config {
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pub starfield_max_dist: f32,
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/// Index of starfield texture
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pub starfield_texture: u32,
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pub starfield_texture: NonZeroU32,
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/// Size of a square starfield tile, in game units.
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/// A tile of size STARFIELD_Z_MAX * screen-size-in-game-units
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@ -4,7 +4,7 @@ use std::collections::HashMap;
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use crate::{
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handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitHandle, OutfitSpace,
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StartEdge,
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SectionEdge,
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};
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pub(crate) mod syntax {
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@ -148,10 +148,10 @@ pub struct Outfit {
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pub engine_flare_sprite: Option<SpriteHandle>,
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/// Jump to this edge when engines turn on
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pub engine_flare_on_start: Option<StartEdge>,
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pub engine_flare_on_start: Option<SectionEdge>,
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/// Jump to this edge when engines turn off
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pub engine_flare_on_stop: Option<StartEdge>,
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pub engine_flare_on_stop: Option<SectionEdge>,
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/// Shield hit points
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pub shield_strength: f32,
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@ -289,30 +289,75 @@ impl crate::Build for Outfit {
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};
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o.engine_thrust = engine.thrust;
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o.engine_flare_sprite = Some(sprite_handle);
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let sprite = content.get_sprite(sprite_handle);
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// Flare animation will traverse this edge when the player presses the thrust key
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// This leads from the idle animation to the transition animation
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o.engine_flare_on_start = {
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let x = engine.flare.on_start;
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if x.is_none() {
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None
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} else {
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let x = x.unwrap();
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Some(
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x.resolve_as_start(sprite_handle, build_context)
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.with_context(|| format!("in outfit `{}`", outfit_name))?,
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)
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let mut e = x
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.resolve_as_edge(sprite_handle, build_context, 0.0)
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.with_context(|| format!("in outfit `{}`", outfit_name))?;
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match e {
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// Inherit duration from transition sequence
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SectionEdge::Top {
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section,
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ref mut duration,
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}
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| SectionEdge::Bot {
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section,
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ref mut duration,
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} => {
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*duration = sprite.get_section(section).frame_duration;
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}
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_ => {
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return Err(anyhow!(
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"bad edge `{}`: must be `top` or `bot`",
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x.val
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))
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.with_context(|| format!("in outfit `{}`", outfit_name));
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}
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};
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Some(e)
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}
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};
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// Flare animation will traverse this edge when the player releases the thrust key
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// This leads from the idle animation to the transition animation
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o.engine_flare_on_stop = {
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let x = engine.flare.on_stop;
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if x.is_none() {
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None
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} else {
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let x = x.unwrap();
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Some(
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x.resolve_as_start(sprite_handle, build_context)
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.with_context(|| format!("in outfit `{}`", outfit_name))?,
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)
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let mut e = x
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.resolve_as_edge(sprite_handle, build_context, 0.0)
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.with_context(|| format!("in outfit `{}`", outfit_name))?;
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match e {
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// Inherit duration from transition sequence
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SectionEdge::Top {
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section,
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ref mut duration,
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}
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| SectionEdge::Bot {
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section,
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ref mut duration,
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} => {
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*duration = sprite.get_section(section).frame_duration;
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}
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_ => {
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return Err(anyhow!(
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"bad edge `{}`: must be `top` or `bot`",
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x.val
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))
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.with_context(|| format!("in outfit `{}`", outfit_name));
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}
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};
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Some(e)
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}
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};
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}
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@ -1,4 +1,5 @@
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use anyhow::{anyhow, bail, Context, Result};
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use lazy_static::lazy_static;
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use std::collections::HashMap;
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use crate::{handle::SpriteHandle, Content, ContentBuildContext};
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@ -71,15 +72,15 @@ pub(crate) mod syntax {
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// Make sure all frames have the same size and add them
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// to the frame vector
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let mut dim = None;
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let mut frames = Vec::new();
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let mut frames: Vec<u32> = Vec::new();
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for f in &self.frames {
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let idx = match content.sprite_atlas.path_map.get(f) {
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Some(s) => *s,
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let idx = match content.sprite_atlas.get_idx_by_path(f) {
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Some(s) => s,
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None => {
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bail!("error: file `{}` isn't in the sprite atlas", f.display());
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}
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};
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let img = &content.sprite_atlas.index[idx as usize];
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let img = &content.sprite_atlas.get_by_idx(idx);
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match dim {
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None => dim = Some(img.true_size),
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@ -90,8 +91,13 @@ pub(crate) mod syntax {
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}
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}
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frames.push(img.idx);
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frames.push(img.idx.into());
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}
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if frames.len() == 0 {
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bail!("sprite sections must not be empty",)
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}
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let dim = dim.unwrap();
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let frame_duration = match self.timing.variant {
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@ -104,12 +110,12 @@ pub(crate) mod syntax {
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}
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let edge_top = match &self.top {
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Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
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Some(x) => x.resolve_as_edge(this_sprite, build_context, frame_duration)?,
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None => super::SectionEdge::Stop,
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};
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let edge_bot = match &self.bot {
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Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
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Some(x) => x.resolve_as_edge(this_sprite, build_context, frame_duration)?,
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None => super::SectionEdge::Stop,
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};
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@ -139,11 +145,11 @@ pub(crate) mod syntax {
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build_context: &ContentBuildContext,
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) -> Result<super::StartEdge> {
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let e = self
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.resolve_as_edge(sprite, build_context)
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.resolve_as_edge(sprite, build_context, 0.0)
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.with_context(|| format!("while resolving start edge"))?;
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match e {
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super::SectionEdge::Bot { section } => Ok(super::StartEdge::Bot { section }),
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super::SectionEdge::Top { section } => Ok(super::StartEdge::Top { section }),
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super::SectionEdge::Bot { section, .. } => Ok(super::StartEdge::Bot { section }),
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super::SectionEdge::Top { section, .. } => Ok(super::StartEdge::Top { section }),
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_ => {
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bail!("bad section start specification `{}`", self.val);
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}
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@ -154,19 +160,27 @@ pub(crate) mod syntax {
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&self,
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sprite: SpriteHandle,
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build_context: &ContentBuildContext,
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duration: f32,
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) -> Result<super::SectionEdge> {
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let all_sections = build_context.sprite_section_index.get(&sprite).unwrap();
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if self.val == "hidden" {
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return Ok(super::SectionEdge::Top {
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section: crate::AnimSectionHandle::Hidden,
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duration,
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});
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}
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if self.val == "stop" {
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return Ok(super::SectionEdge::Stop);
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}
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if self.val == "reverse" {
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return Ok(super::SectionEdge::Reverse);
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return Ok(super::SectionEdge::Reverse { duration });
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}
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if self.val == "restart" {
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return Ok(super::SectionEdge::Restart);
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if self.val == "repeat" {
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return Ok(super::SectionEdge::Repeat { duration });
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}
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let (s, p) = match self.val.split_once(":") {
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@ -185,8 +199,8 @@ pub(crate) mod syntax {
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};
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match p {
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"top" => Ok(super::SectionEdge::Top { section }),
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"bot" => Ok(super::SectionEdge::Bot { section }),
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"top" => Ok(super::SectionEdge::Top { section, duration }),
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"bot" => Ok(super::SectionEdge::Bot { section, duration }),
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_ => {
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return Err(anyhow!("bad section edge specification `{}`", self.val))
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.with_context(|| format!("invalid target `{}`", p));
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@ -196,10 +210,24 @@ pub(crate) mod syntax {
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}
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}
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// TODO: should be pub crate
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/// A handle for an animation section inside a sprite
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#[derive(Debug, Copy, Clone)]
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pub struct AnimSectionHandle(pub(crate) usize);
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pub enum AnimSectionHandle {
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/// The hidden section
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Hidden,
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/// An index into this sprite's section array
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Idx(usize),
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}
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impl AnimSectionHandle {
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fn get_idx(&self) -> Option<usize> {
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match self {
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Self::Hidden => None,
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Self::Idx(idx) => Some(*idx),
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}
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}
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}
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/// An edge between two animation sections
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#[derive(Debug, Clone, Copy)]
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@ -211,19 +239,31 @@ pub enum SectionEdge {
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Bot {
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/// The section to play
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section: AnimSectionHandle,
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/// The length of this edge, in seconds
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duration: f32,
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},
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/// Play the given section from the top
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Top {
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/// The section to play
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section: AnimSectionHandle,
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/// The length of this edge, in seconds
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duration: f32,
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},
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/// Replay this section in the opposite direction
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Reverse,
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Reverse {
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/// The length of this edge, in seconds
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duration: f32,
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},
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/// Restart this section from the opposite end
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Restart,
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Repeat {
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/// The length of this edge, in seconds
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duration: f32,
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},
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}
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/// Where to start an animation
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@ -245,8 +285,14 @@ pub enum StartEdge {
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impl Into<SectionEdge> for StartEdge {
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fn into(self) -> SectionEdge {
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match self {
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Self::Bot { section } => SectionEdge::Bot { section },
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Self::Top { section } => SectionEdge::Top { section },
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Self::Bot { section } => SectionEdge::Bot {
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section,
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duration: 0.0,
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},
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Self::Top { section } => SectionEdge::Top {
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section,
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duration: 0.0,
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},
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}
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}
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}
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@ -270,13 +316,25 @@ pub struct Sprite {
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pub aspect: f32,
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}
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lazy_static! {
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static ref HIDDEN_SECTION: SpriteSection = SpriteSection {
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frames: vec![0],
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frame_duration: 0.0,
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edge_bot: SectionEdge::Stop,
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edge_top: SectionEdge::Stop,
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};
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}
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impl Sprite {
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/// Get an animation section from a handle
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pub fn get_section(&self, section: AnimSectionHandle) -> &SpriteSection {
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&self.sections[section.0]
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match section {
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AnimSectionHandle::Hidden => &HIDDEN_SECTION,
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AnimSectionHandle::Idx(idx) => &self.sections[idx],
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}
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}
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/// Get this sprite's first frame
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/// Get the index of the texture of this sprite's first frame
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pub fn get_first_frame(&self) -> u32 {
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match self.start_at {
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StartEdge::Bot { section } => *self.get_section(section).frames.last().unwrap(),
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@ -327,8 +385,8 @@ impl crate::Build for Sprite {
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for (sprite_name, t) in sprites {
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match t {
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syntax::Sprite::Static(t) => {
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let idx = match content.sprite_atlas.path_map.get(&t.file) {
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Some(s) => *s,
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let idx = match content.sprite_atlas.get_idx_by_path(&t.file) {
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Some(s) => s,
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None => {
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return Err(
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anyhow!("error while processing sprite `{}`", sprite_name,),
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@ -341,7 +399,7 @@ impl crate::Build for Sprite {
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});
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}
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};
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let img = &content.sprite_atlas.index[idx as usize];
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let img = &content.sprite_atlas.get_by_idx(idx);
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let aspect = img.w / img.h;
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let h = SpriteHandle {
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@ -350,16 +408,16 @@ impl crate::Build for Sprite {
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content.sprite_index.insert(sprite_name.clone(), h);
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let mut smap = HashMap::new();
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smap.insert("anim".to_string(), AnimSectionHandle(0));
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smap.insert("anim".to_string(), AnimSectionHandle::Idx(0));
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build_context.sprite_section_index.insert(h, smap);
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content.sprites.push(Self {
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name: sprite_name,
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start_at: StartEdge::Top {
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section: AnimSectionHandle(0),
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section: AnimSectionHandle::Idx(0),
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},
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sections: vec![SpriteSection {
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frames: vec![img.idx],
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frames: vec![img.idx.into()],
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// We implement unanimated sprites with a very fast framerate
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// and STOP endpoints.
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frame_duration: 0.01,
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@ -373,7 +431,7 @@ impl crate::Build for Sprite {
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syntax::Sprite::OneSection(s) => {
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let mut section_names: HashMap<String, _> = HashMap::new();
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// Name the one section in this sprite "anim"
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section_names.insert("anim".to_owned(), AnimSectionHandle(0));
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section_names.insert("anim".to_owned(), AnimSectionHandle::Idx(0));
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let sprite_handle = SpriteHandle {
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index: content.sprites.len(),
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@ -382,7 +440,7 @@ impl crate::Build for Sprite {
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.sprite_index
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.insert(sprite_name.clone(), sprite_handle);
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let mut smap = HashMap::new();
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smap.insert("anim".to_string(), AnimSectionHandle(0));
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smap.insert("anim".to_string(), AnimSectionHandle::Idx(0));
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build_context
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.sprite_section_index
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.insert(sprite_handle, smap);
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@ -398,19 +456,18 @@ impl crate::Build for Sprite {
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content.sprites.push(Self {
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name: sprite_name,
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sections,
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start_at: StartEdge::Bot {
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section: AnimSectionHandle(0),
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start_at: StartEdge::Top {
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section: AnimSectionHandle::Idx(0),
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},
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handle: sprite_handle,
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aspect,
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});
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}
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syntax::Sprite::Complete(s) => {
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let mut idx = 0;
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let mut section_names = HashMap::new();
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for (name, _) in &s.section {
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section_names.insert(name.to_owned(), AnimSectionHandle(idx));
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idx += 1;
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section_names
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.insert(name.to_owned(), AnimSectionHandle::Idx(section_names.len()));
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}
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||||
let sprite_handle = SpriteHandle {
|
||||
|
@ -428,19 +485,19 @@ impl crate::Build for Sprite {
|
|||
.resolve_as_start(sprite_handle, build_context)
|
||||
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
|
||||
|
||||
let mut sections = Vec::with_capacity(idx);
|
||||
let mut sections = Vec::with_capacity(section_names.len());
|
||||
let mut dim = None;
|
||||
|
||||
// Make sure we add sections in order
|
||||
let mut names = section_names.iter().collect::<Vec<_>>();
|
||||
names.sort_by(|a, b| (a.1).0.cmp(&(b.1).0));
|
||||
names.sort_by(|a, b| (a.1).get_idx().unwrap().cmp(&(b.1).get_idx().unwrap()));
|
||||
|
||||
for (k, _) in names {
|
||||
let v = s.section.get(k).unwrap();
|
||||
let (d, s) = v
|
||||
.add_to(sprite_handle, build_context, content)
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))
|
||||
.with_context(|| format!("while parsing section `{}`", k))?;
|
||||
.with_context(|| format!("while parsing section `{}`", k))
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
|
||||
|
||||
// Make sure all dimensions are the same
|
||||
if dim.is_none() {
|
||||
|
|
|
@ -25,7 +25,7 @@ impl AnimationState {
|
|||
}
|
||||
|
||||
/// What direction are we playing our animation in?
|
||||
#[derive(Debug, Clone)]
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
enum AnimDirection {
|
||||
/// Top to bottom, with increasing frame indices
|
||||
/// (normal)
|
||||
|
@ -35,7 +35,7 @@ enum AnimDirection {
|
|||
/// (reverse)
|
||||
Down,
|
||||
|
||||
/// Stopped, no animation
|
||||
/// Stopped on one frame
|
||||
Stop,
|
||||
}
|
||||
|
||||
|
@ -53,8 +53,10 @@ pub struct SpriteAutomaton {
|
|||
current_frame: usize,
|
||||
|
||||
/// Where we are between frames.
|
||||
/// Always between zero and one.
|
||||
current_fade: f32,
|
||||
current_edge_progress: f32,
|
||||
|
||||
/// The length of the current edge we're on, in seconds
|
||||
current_edge_duration: f32,
|
||||
|
||||
/// In what direction are we playing the current section?
|
||||
current_direction: AnimDirection,
|
||||
|
@ -89,10 +91,19 @@ impl SpriteAutomaton {
|
|||
),
|
||||
};
|
||||
|
||||
let sec = sprite.get_section(current_section);
|
||||
|
||||
Self {
|
||||
sprite: sprite.handle,
|
||||
current_frame: 0,
|
||||
current_fade: 0.0,
|
||||
|
||||
current_edge_progress: match current_direction {
|
||||
AnimDirection::Down => 0.0,
|
||||
AnimDirection::Up => sec.frame_duration,
|
||||
AnimDirection::Stop => unreachable!("how'd you get here?"),
|
||||
},
|
||||
|
||||
current_edge_duration: sec.frame_duration,
|
||||
next_edge_override: None,
|
||||
|
||||
current_direction,
|
||||
|
@ -108,49 +119,108 @@ impl SpriteAutomaton {
|
|||
}
|
||||
|
||||
/// Force a transition to the given section right now
|
||||
pub fn jump_to(&mut self, ct: &Content, start: StartEdge) {
|
||||
self.take_edge(ct, start.into());
|
||||
pub fn jump_to(&mut self, ct: &Content, start: SectionEdge) {
|
||||
self.take_edge(ct, start);
|
||||
}
|
||||
|
||||
fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
|
||||
let sprite = ct.get_sprite(self.sprite);
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
let last_direction = self.current_direction;
|
||||
|
||||
match e {
|
||||
SectionEdge::Stop => {
|
||||
self.current_fade = 0.0;
|
||||
self.current_frame = current_section.frames.len() - 1;
|
||||
self.current_direction = AnimDirection::Stop;
|
||||
}
|
||||
SectionEdge::Top { section } => {
|
||||
self.current_section = section;
|
||||
self.current_frame = 0;
|
||||
self.current_direction = AnimDirection::Down;
|
||||
}
|
||||
SectionEdge::Bot { section } => {
|
||||
let s = sprite.get_section(section);
|
||||
self.current_section = section;
|
||||
self.current_frame = s.frames.len() - 1;
|
||||
self.current_direction = AnimDirection::Up;
|
||||
}
|
||||
SectionEdge::Restart => {
|
||||
self.current_frame = 0;
|
||||
}
|
||||
SectionEdge::Reverse => {
|
||||
// Jump to SECOND frame, since we've already shown the
|
||||
// first during the fade transition
|
||||
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {}
|
||||
AnimDirection::Up => {
|
||||
self.current_frame = 0;
|
||||
self.current_direction = AnimDirection::Down;
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = current_section.frames.len() - 1;
|
||||
}
|
||||
}
|
||||
|
||||
self.current_edge_duration = 1.0;
|
||||
self.current_direction = AnimDirection::Stop;
|
||||
}
|
||||
SectionEdge::Top { section, duration } => {
|
||||
self.current_section = section;
|
||||
self.current_edge_duration = duration;
|
||||
self.current_frame = 0;
|
||||
self.current_direction = AnimDirection::Down;
|
||||
}
|
||||
SectionEdge::Bot { section, duration } => {
|
||||
let s = sprite.get_section(section);
|
||||
self.current_section = section;
|
||||
self.current_frame = s.frames.len() - 1;
|
||||
self.current_edge_duration = duration;
|
||||
self.current_direction = AnimDirection::Up;
|
||||
}
|
||||
SectionEdge::Repeat { duration } => {
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {}
|
||||
AnimDirection::Up => {
|
||||
self.current_frame = current_section.frames.len() - 1;
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = 0;
|
||||
}
|
||||
}
|
||||
self.current_edge_duration = duration;
|
||||
}
|
||||
SectionEdge::Reverse { duration } => {
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {}
|
||||
AnimDirection::Up => {
|
||||
// Jump to SECOND frame, since we've already shown the
|
||||
// first during the fade transition
|
||||
self.current_frame = {
|
||||
if current_section.frames.len() == 1 {
|
||||
0
|
||||
} else {
|
||||
1
|
||||
}
|
||||
};
|
||||
self.current_direction = AnimDirection::Down;
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = {
|
||||
if current_section.frames.len() == 1 {
|
||||
0
|
||||
} else {
|
||||
current_section.frames.len() - 2
|
||||
}
|
||||
};
|
||||
self.current_direction = AnimDirection::Up;
|
||||
}
|
||||
}
|
||||
self.current_edge_duration = duration;
|
||||
}
|
||||
}
|
||||
|
||||
let last = match last_direction {
|
||||
AnimDirection::Stop => self.last_texture,
|
||||
AnimDirection::Down => self.next_texture,
|
||||
AnimDirection::Up => self.last_texture,
|
||||
};
|
||||
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.last_texture = last;
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = 0.0;
|
||||
}
|
||||
AnimDirection::Up => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.next_texture = last;
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = self.current_edge_duration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -168,13 +238,12 @@ impl SpriteAutomaton {
|
|||
// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
|
||||
// and if we are stepping backwards, it decreases.
|
||||
|
||||
// This should always be positive, and this fact is enforced by the content loader.
|
||||
// if we get here, something is very wrong.
|
||||
assert!(current_section.frame_duration > 0.0);
|
||||
// Note that frame_duration may be zero!
|
||||
// This is only possible in the hidden texture, since
|
||||
// user-provided sections are always checked to be positive.
|
||||
assert!(current_section.frame_duration >= 0.0);
|
||||
|
||||
match self.current_direction {
|
||||
AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
|
||||
AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
|
||||
AnimDirection::Stop => {
|
||||
// Edge case: we're stopped and got a request to transition.
|
||||
// we should transition right away.
|
||||
|
@ -182,57 +251,57 @@ impl SpriteAutomaton {
|
|||
if let Some(e) = self.next_edge_override {
|
||||
self.take_edge(ct, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We're stepping foward and finished this frame
|
||||
// (implies we're travelling downwards)
|
||||
if self.current_fade > 1.0 {
|
||||
while self.current_fade > 1.0 {
|
||||
self.current_fade -= 1.0;
|
||||
return;
|
||||
}
|
||||
|
||||
if self.current_frame < current_section.frames.len() - 1 {
|
||||
self.current_frame += 1;
|
||||
} else {
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
AnimDirection::Down => {
|
||||
self.current_edge_progress += t;
|
||||
|
||||
// We're stepping foward and finished this frame
|
||||
if self.current_edge_progress > self.current_edge_duration {
|
||||
if self.current_frame < current_section.frames.len() - 1 {
|
||||
self.current_frame += 1;
|
||||
self.last_texture = self.next_texture;
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = 0.0;
|
||||
self.current_edge_duration = current_section.frame_duration;
|
||||
} else {
|
||||
current_section.edge_bot.clone()
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
} else {
|
||||
current_section.edge_bot.clone()
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
}
|
||||
}
|
||||
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.last_texture = self.next_texture;
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
}
|
||||
AnimDirection::Up => {
|
||||
self.current_edge_progress -= t;
|
||||
|
||||
// We're stepping backward and finished this frame
|
||||
// (implies we're travelling upwards)
|
||||
if self.current_fade < 0.0 {
|
||||
while self.current_fade < 0.0 {
|
||||
self.current_fade += 1.0;
|
||||
}
|
||||
|
||||
if self.current_frame > 0 {
|
||||
self.current_frame -= 1;
|
||||
} else {
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
// We're stepping backward and finished this frame
|
||||
if self.current_edge_progress < 0.0 {
|
||||
if self.current_frame > 0 {
|
||||
self.current_frame -= 1;
|
||||
self.next_texture = self.last_texture;
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = current_section.frame_duration;
|
||||
self.current_edge_duration = current_section.frame_duration;
|
||||
} else {
|
||||
current_section.edge_top.clone()
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
} else {
|
||||
current_section.edge_top.clone()
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
}
|
||||
}
|
||||
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.next_texture = self.last_texture;
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -241,7 +310,7 @@ impl SpriteAutomaton {
|
|||
return AnimationState {
|
||||
texture_a: self.last_texture,
|
||||
texture_b: self.next_texture,
|
||||
fade: self.current_fade,
|
||||
fade: self.current_edge_progress / self.current_edge_duration,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue