235 lines
6.2 KiB
Rust
235 lines
6.2 KiB
Rust
use crate::{AnimSectionHandle, Content, SectionEdge, SpriteHandle};
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/// A single frame's state
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#[derive(Debug, Clone)]
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pub struct AnimationState {
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/// The index of the texture we're fading from
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pub texture_a: u32,
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/// The index of the texture we're fading to
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pub texture_b: u32,
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/// Between 0.0 and 1.0, denoting how far we are between
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/// texture_a and texture_b
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/// 0.0 means fully show texture_a;
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/// 1.0 means fully show texture_b.
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pub fade: f32,
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}
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impl AnimationState {
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/// Convenience method.
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/// Get texture index as an array
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pub fn texture_index(&self) -> [u32; 2] {
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[self.texture_a, self.texture_b]
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}
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}
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/// What direction are we playing our animation in?
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#[derive(Debug, Clone)]
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enum AnimDirection {
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/// Top to bottom, with increasing frame indices
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/// (normal)
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Up,
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/// Bottom to top, with decreasing frame indices
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/// (reverse)
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Down,
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/// Stopped, no animation
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Stop,
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}
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/// Manages a single sprite's animation state.
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#[derive(Debug, Clone)]
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pub struct AnimAutomaton {
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/// The sprite we're animating
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sprite: SpriteHandle,
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/// Which animation section we're on
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/// This MUST be a section from this Automaton's sprite
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current_section: AnimSectionHandle,
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/// Which frame we're on
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current_frame: usize,
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/// Where we are between frames.
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/// Always between zero and one.
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current_fade: f32,
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/// In what direction are we playing the current section?
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current_direction: AnimDirection,
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/// The texture we're fading from
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/// (if we're moving downwards)
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last_texture: u32,
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/// The texture we're fading to
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/// (if we're moving downwards)
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next_texture: u32,
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}
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impl AnimAutomaton {
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/// Create a new AnimAutomaton
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pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
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let sprite = ct.get_sprite(sprite_handle);
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Self {
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current_direction: AnimDirection::Down,
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sprite: sprite.handle,
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current_frame: 0,
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current_fade: 0.0,
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current_section: sprite.default_section,
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last_texture: *sprite
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.get_section(sprite.default_section)
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.frames
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.first()
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.unwrap(),
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next_texture: *sprite
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.get_section(sprite.default_section)
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.frames
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.first()
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.unwrap(),
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}
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}
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/// Reset this animation
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pub fn reset(&mut self, ct: &Content) {
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let sprite = ct.get_sprite(self.sprite);
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self.current_fade = 0.0;
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self.current_frame = 0;
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self.current_section = sprite.default_section
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}
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/// Reverse this animation's direction
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pub fn reverse(&mut self) {
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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self.current_direction = AnimDirection::Down;
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}
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AnimDirection::Down => {
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self.current_direction = AnimDirection::Up;
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}
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}
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}
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/// Step this animation by `t` seconds
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pub fn step(&mut self, ct: &Content, t: f32) {
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let sprite = ct.get_sprite(self.sprite);
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let current_section = sprite.get_section(self.current_section);
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// Current_fade and current_frame keep track of where we are in the current section.
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// current_frame indexes this section frames. When it exceeds the number of frames
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// or falls below zero (when moving in reverse), we switch to the next section.
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//
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// current_fade keeps track of our state between frames. It is zero once a frame starts,
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// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
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// and if we are stepping backwards, it decreases.
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// If this is zero, this section isn't animated.
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if current_section.frame_duration == 0.0 {
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return;
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}
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match self.current_direction {
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AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
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AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
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AnimDirection::Stop => {}
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}
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// We're stepping foward and finished this frame
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// (implies we're travelling downwards)
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if self.current_fade > 1.0 {
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while self.current_fade > 1.0 {
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self.current_fade -= 1.0;
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}
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if self.current_frame < current_section.frames.len() - 1 {
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self.current_frame += 1;
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} else {
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match current_section.edge_bot {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Stop;
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
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}
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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self.reverse();
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}
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SectionEdge::Restart => {
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self.current_frame = 0;
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}
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SectionEdge::Reverse => {
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// Jump to SECOND frame, since we've already shown the
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// first during the fade transition
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self.current_frame = current_section.frames.len() - 1;
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self.reverse()
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}
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}
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}
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let current_section = sprite.get_section(self.current_section);
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self.last_texture = self.next_texture;
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self.next_texture = current_section.frames[self.current_frame];
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}
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// We're stepping backward and finished this frame
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// (implies we're travelling upwards)
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if self.current_fade < 0.0 {
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while self.current_fade < 0.0 {
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self.current_fade += 1.0;
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}
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if self.current_frame > 0 {
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self.current_frame -= 1;
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} else {
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match current_section.edge_top {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = 0;
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self.current_direction = AnimDirection::Stop;
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
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self.reverse();
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}
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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}
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SectionEdge::Reverse => {
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self.current_frame = 0;
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self.reverse();
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}
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SectionEdge::Restart => {
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self.current_frame = current_section.frames.len() - 1;
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}
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}
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}
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let current_section = sprite.get_section(self.current_section);
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self.next_texture = self.last_texture;
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self.last_texture = current_section.frames[self.current_frame];
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}
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}
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/// Get the current frame of this animation
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pub fn get_texture_idx(&self) -> AnimationState {
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return AnimationState {
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texture_a: self.last_texture,
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texture_b: self.next_texture,
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fade: self.current_fade,
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};
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}
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}
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