Files
PixelDefense/game/systems/s_animation.c

88 lines
2.7 KiB
C

#include "systems.h"
#include "../game_state.h"
#include <raymath.h>
void updateAnimationState(ecs_iter_t *it) {
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *text = ecs_field(it, TextureRegion, 2);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
AnimType type = ANIM_IDLE;
if (ecs_has(ECS, entity, Velocity)) {
Velocity vel = *ecs_get(ECS, entity, Velocity);
f32 len = Vector2Length(vel);
if (len > 1.0f) {
type = ANIM_WALK;
text[i].flipX = vel.x < 0;
}
}
if (type != anim[i].animType) {
anim[i].animType = type;
anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
anim[i].curFrame = 0;
anim[i].elapsed = 0;
}
}
}
void updateAnimation(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *texture = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
AnimationFrame frame = anim[i].frame;
AnimationSequence seq = anim[i].sequence;
anim[i].elapsed += dt;
if (anim[i].elapsed < frame.duration) continue;
i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
anim[i].curFrame = nextFrame;
anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
anim[i].elapsed = 0.0f;
texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
}
}
void updateEasingSystem(ecs_iter_t *it) {
Easing *easing = ecs_field(it, Easing, 1);
f32 dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
if (easing[i].elapsed > easing[i].duration) {
ecs_remove(ECS, entity, Easing);
continue;
}
if (!ecs_has_id(ECS, entity, easing[i].compID))
continue;
easing[i].elapsed += dt;
f32 alpha = easing[i].elapsed / easing[i].duration;
alpha = BZ_MIN(1.0f, alpha);
f32 prevX = easing[i].x;
easing[i].x = bzEase(easing[i].easingFunc, alpha);
const Easing *e = &easing[i];
f32 x = e->x;
// Inner
x = e->easeStart + e->easeTarget * x + e->easeOffset;
// Outer
x = e->start + e->target * x + e->offset;
easing[i].x = x;
u8 *compData = ecs_get_mut_id(ECS, entity, easing[i].compID);
compData += easing[i].memberOffset;
f32 *out = (f32 *) compData;
*out -= prevX;
*out += x;
}
}