animation is now decoupled from sprite

This commit is contained in:
huaqo-games
2025-02-08 17:47:12 +01:00
parent 0c73d94187
commit bcb1577694
7 changed files with 121 additions and 4 deletions
+28
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@@ -0,0 +1,28 @@
#ifndef ANIMSPRITE_H
#define ANIMSPRITE_H
typedef struct {
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
} Animation;
void UpdateAnimation(Animation *animation, float deltaTime) {
animation->animTimer += deltaTime;
float frameTime = 1.0f / animation->framesSpeed;
if (animation->animTimer < frameTime) {
return;
}
animation->animTimer -= frameTime;
animation->currentFrame++;
if (animation->currentFrame >= animation->maxFrame) {
animation->currentFrame = 0;
}
}
#endif // ANIMSPRITE_H
+15
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@@ -0,0 +1,15 @@
#ifndef CAMERA_H
#define CAMERA_H
#include <raymath.h>
#include "input.h"
void UpdateCamera2DTarget(Camera2D *camera, Vector2 *position, const float smoothness){
camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
}
void UpdateCamera2DZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
}
#endif // CAMERA_H
+40
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@@ -0,0 +1,40 @@
#ifndef INPUT_H
#define INPUT_H
#include <raymath.h>
typedef struct {
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
} Mouse;
void UpdateMouse(Mouse *mouse, Camera2D *camera) {
mouse->worldPosition = GetScreenToWorld2D(GetMousePosition(), *camera);
mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
// Calculate zoom scale factor
mouse->wheelMove = GetMouseWheelMove();
if (mouse->wheelMove != 0) {
float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
} else {
mouse->scaleFactor = 1.0f;
}
}
void UpdateVectorOnInput(Vector2 *vector){
*vector = (Vector2){0.0f, 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){ vector->x += 1.0f; }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector->x -= 1.0f; }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector->y += 1.0f; }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector->y -= 1.0f; }
if (Vector2Length(*vector) > 0.0f) { *vector = Vector2Normalize(*vector); }
}
#endif //INPUT_H
+6 -4
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@@ -1,11 +1,13 @@
#ifndef OBJECT_H
#define OBJECT_H
#include <raylib.h> // Vector2, Rectangle, Color, GetRandomValue(), CheckCollisionRecs(), CheckCollisionPointRec()
#include <stdio.h> // printf()
#include <stdlib.h> // malloc(), realloc()
#include "sprite.h" // Sprite
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
#include <raymath.h>
#include "sprite.h"
#include "vector.h"
typedef struct {
Sprite sprite;
Vector2 position;
+21
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@@ -0,0 +1,21 @@
#ifndef PHYSICS_H
#define PHYSICS_H
#include <raylib.h>
#include <raymath.h>
typedef struct {
Vector2 position;
Vector2 direction;
float speed;
} Physics;
Vector2 GetVelocity(Vector2 *direction, float *speed){
return Vector2Scale(*direction, *speed * GetFrameTime());
}
void Move(Vector2 *position, Vector2 *direction, float *speed) {
*position = Vector2Add(*position, GetVelocity(direction, speed));
}
#endif // PHYSICS_H
+9
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@@ -1,6 +1,7 @@
#ifndef SPRITE_H
#define SPRITE_H
#include <raylib.h>
#include <raymath.h>
typedef struct {
Texture2D texture;
@@ -22,6 +23,14 @@ void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector){
sprite->destRec.y = vector->y;
}
void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector){
if(Vector2Length(*vector) <= 0.0f){
return;
}
float targetRotation = (float)atan2(vector->y, vector->x) * (180.0f / PI) + 90.0f;
sprite->rotation = Lerp(sprite->rotation, targetRotation, 0.1f);
}
void RenderSprite(const Sprite *sprite){
DrawTexturePro(
sprite->texture,
+2
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@@ -1,6 +1,8 @@
#ifndef VECTOR_H
#define VECTOR_H
#include <raylib.h>
#include <stdlib.h>
#include <raymath.h>
typedef struct {
Vector2 *data;