| 59 | #include "utilities/olcUTIL_Animate2D.h" |
| 60 | |
| 61 | class TEST_Animate2D : public olc::PixelGameEngine |
| 62 | { |
| 63 | public: |
| 64 | TEST_Animate2D() |
| 65 | { |
| 66 | sAppName = "Animate2D Utility Test"; |
| 67 | } |
| 68 | |
| 69 | // These are the states the dude can exist in, we'll need these for physics |
| 70 | // and animation. The physics side of things moves the dude around according to state, |
| 71 | // while the animator chooses the frames based upon state and time |
| 72 | enum class DudeState: uint8_t |
| 73 | { |
| 74 | WALK_N, WALK_S, WALK_E, WALK_W, IDLE_STAND, LAUGH, CHEER, YES, NO |
| 75 | }; |
| 76 | |
| 77 | // !! - IMPORTANT - !! |
| 78 | // The animation set |
| 79 | olc::utils::Animate2D::Animation<DudeState> animDude; |
| 80 | |
| 81 | // One big sprite containing all the graphics |
| 82 | olc::Renderable gfxAll; |
| 83 | |
| 84 | // Small object to reprsent a dude walking around doing things |
| 85 | struct sWalkingDude |
| 86 | { |
| 87 | // Which dude overall out of graophic? |
| 88 | int32_t id = 0; |
| 89 | // Where are they? |
| 90 | olc::vf2d pos; |
| 91 | // What are they doing? |
| 92 | DudeState UserState = DudeState::IDLE_STAND; |
| 93 | // For how long should they do it? |
| 94 | float fTick = 0.0f; |
| 95 | |
| 96 | // !! - IMPORTANT - !! |
| 97 | // Animation Token - links this object's state to animator. Note |
| 98 | // there is no 'ownership' or memory issues here, this is a token |
| 99 | // that the animator can use to quickly get to where it needs |
| 100 | // in order to return frames upon request for this object. |
| 101 | olc::utils::Animate2D::AnimationState animstate; |
| 102 | }; |
| 103 | |
| 104 | // Introducing.... The dudes! |
| 105 | size_t nDudes = 500; |
| 106 | std::vector<sWalkingDude> vDudes; |
| 107 | |
| 108 | public: |
| 109 | bool OnUserCreate() override |
| 110 | { |
| 111 | // For this appliaction I have a single image that contains |
| 112 | // 28x2 unique characters, each character contains 8 animations of 3 |
| 113 | // frames each. Each frame is 26x36 pixels |
| 114 | gfxAll.Load("./assets/MegaSprite1.png"); |
| 115 | |
| 116 | // Thats A LOT of individual graphics, but they all follow a similar pattern |
| 117 | // because the asset was created usefully (take note certain popular asset creators) |
| 118 | // which means we can reuse the animation without needing to define it |
nothing calls this directly
no outgoing calls
no test coverage detected