Made all the examples Emscripten friendly.

cWindow::Display( bool clear = false ) now doesn't Clear by default.
Fixed a bug in cSprite::GetAABB().
This commit is contained in:
Martín Lucas Golini
2013-11-14 02:30:46 -03:00
parent d40a10a07c
commit 2e016791da
10 changed files with 314 additions and 270 deletions

View File

@@ -1,5 +1,18 @@
#include <eepp/ee.hpp>
cWindow * win = NULL;
// Define a interpolation to control the Rock sprite angle
cInterpolation RockAngle;
cInterpolation PlanetAngle;
// Create a primitive drawer instance to draw the AABB of the Rock
cPrimitives P;
cSprite * Rock = NULL;
cSprite * Planet = NULL;
cSprite * Blindy = NULL;
// Define a user sprite event
static const Uint32 USER_SPRITE_EVENT = cSprite::SPRITE_EVENT_USER + 1;
@@ -26,10 +39,59 @@ void spriteCallback( Uint32 Event, cSprite * Sprite, void * UserData ) {
}
}
void MainLoop()
{
// Clear the screen buffer
win->Clear();
// Update the input
win->GetInput()->Update();
// Check if ESCAPE key is pressed
if ( win->GetInput()->IsKeyDown( KEY_ESCAPE ) ) {
// Close the window
win->Close();
}
// Check if the D key was pressed
if ( win->GetInput()->IsKeyUp( KEY_D ) ) {
// Reverse the Rock animation
Rock->ReverseAnim( !Rock->ReverseAnim() );
}
// Update the angle interpolation
PlanetAngle.Update( win->Elapsed() );
RockAngle.Update( win->Elapsed() );
// Set the Planet and Rock angle from the interpolation
Planet->Angle( PlanetAngle.GetPos() );
Rock->Angle( RockAngle.GetPos() );
// Draw the static planet sprite
Planet->Draw();
// Draw the animated Rock sprite
Rock->Draw();
// Draw the blindy animation
Blindy->Draw();
// Draw the Rock Axis-Aligned Bounding Box
P.SetColor( eeColorA( 255, 255, 255, 255 ) );
P.DrawRectangle( Rock->GetAABB() );
// Draw the Rock Quad
P.SetColor( eeColorA( 255, 0, 0, 255 ) );
P.DrawQuad( Rock->GetQuad() );
// Draw frame
win->Display();
}
EE_MAIN_FUNC int main (int argc, char * argv [])
{
// Create a new window
cWindow * win = cEngine::instance()->CreateWindow( WindowSettings( 640, 480, "eepp - Sprites" ), ContextSettings( true ) );
win = cEngine::instance()->CreateWindow( WindowSettings( 640, 480, "eepp - Sprites" ), ContextSettings( true ) );
// Check if created
if ( win->Created() ) {
@@ -43,53 +105,50 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Load a previously generated texture atlas that contains the SubTextures needed to load an animated sprite
cTextureAtlasLoader Blindies( AppPath + "assets/atlases/bnb.eta" );
// Create some new sprites
cSprite Rock;
// Create the animated rock spriteR
Rock = eeNew( cSprite, () );
// Load the rock frames from the texture, adding the frames manually
for ( Int32 my = 0; my < 4; my++ ) {
for( Int32 mx = 0; mx < 8; mx++ ) {
// DestSize as 0,0 will use the SubTexture size
Rock.AddFrame( RockId, eeSizef( 0, 0 ), eeVector2i( 0, 0 ), eeRecti( mx * 64, my * 64, mx * 64 + 64, my * 64 + 64 ) );
Rock->AddFrame( RockId, eeSizef( 0, 0 ), eeVector2i( 0, 0 ), eeRecti( mx * 64, my * 64, mx * 64 + 64, my * 64 + 64 ) );
}
}
// Set the sprite animation speed, set in Frames per Second
// Sprites are auto-animated by default.
Rock.AnimSpeed( 32 );
cSprite Planet( PlanetId ); // Create a static sprite
// Create a static sprite
Planet = eeNew( cSprite, ( PlanetId ) );
// This constructor is the same that creating sprite and calling Sprite.AddFramesByPattern.
// It will look for a SubTexture ( in any Texture Atlas loaded, or the GlobalTextureAtlas ) animation by its name, it will search
// for "gn00" to "gnXX" to create a new animation
// see cTextureAtlasManager::GetSubTexturesByPattern for more information.
// This is the easiest way to load animated sprites.
cSprite Blindy( "gn" );
Blindy = eeNew( cSprite, ( "gn" ) );
// Set the sprite animation speed, set in Frames per Second
// Sprites are auto-animated by default.
Rock->AnimSpeed( 32 );
// Set the render mode of the sprite
Blindy.RenderMode( RN_MIRROR );
Blindy->RenderMode( RN_MIRROR );
// Set the Blend Mode of the sprite
Blindy.BlendMode( ALPHA_BLENDONE );
Blindy->BlendMode( ALPHA_BLENDONE );
// Create a primitive drawer instance to draw the AABB of the Rock
cPrimitives P;
// Set the primitive fill mode
P.FillMode( DRAW_LINE );
// Set the sprites position to the screen center
eeVector2i ScreenCenter( cEngine::instance()->GetWidth() / 2, cEngine::instance()->GetHeight() / 2 );
Planet.Position( ScreenCenter.x - Planet.GetAABB().Size().Width() / 2, ScreenCenter.y - Planet.GetAABB().Size().Height() / 2 );
Planet->Position( ScreenCenter.x - Planet->GetAABB().Size().Width() / 2, ScreenCenter.y - Planet->GetAABB().Size().Height() / 2 );
Rock.Position( ScreenCenter.x - Rock.GetAABB().Size().Width() / 2, ScreenCenter.y - Rock.GetAABB().Size().Height() / 2 );
Rock->Position( ScreenCenter.x - Rock->GetAABB().Size().Width() / 2, ScreenCenter.y - Rock->GetAABB().Size().Height() / 2 );
Blindy.Position( ScreenCenter.x - Blindy.GetAABB().Size().Width() / 2, ScreenCenter.y - Blindy.GetAABB().Size().Height() / 2 );
Blindy->Position( ScreenCenter.x - Blindy->GetAABB().Size().Width() / 2, ScreenCenter.y - Blindy->GetAABB().Size().Height() / 2 );
// Define a interpolation to control the Rock sprite angle
cInterpolation RockAngle;
cInterpolation PlanetAngle;
// Set the planet angle interpolation
PlanetAngle.AddWaypoint( 0 );
PlanetAngle.AddWaypoint( 360 );
PlanetAngle.SetTotalTime( Seconds( 10 ) );
@@ -97,56 +156,16 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
PlanetAngle.Start();
// Create a Event callback for the rock sprite
Rock.SetEventsCallback( cb::Make3( &spriteCallback ), &RockAngle );
Rock->SetEventsCallback( cb::Make3( &spriteCallback ), &RockAngle );
// Application loop
while ( win->Running() )
{
// Update the input
win->GetInput()->Update();
// Check if ESCAPE key is pressed
if ( win->GetInput()->IsKeyDown( KEY_ESCAPE ) ) {
// Close the window
win->Close();
}
// Check if the D key was pressed
if ( win->GetInput()->IsKeyUp( KEY_D ) ) {
// Reverse the Rock animation
Rock.ReverseAnim( !Rock.ReverseAnim() );
}
// Update the angle interpolation
PlanetAngle.Update( win->Elapsed() );
RockAngle.Update( win->Elapsed() );
// Set the Planet and Rock angle from the interpolation
Planet.Angle( PlanetAngle.GetPos() );
Rock.Angle( RockAngle.GetPos() );
// Draw the static planet sprite
Planet.Draw();
// Draw the animated Rock sprite
Rock.Draw();
// Draw the blindy animation
Blindy.Draw();
// Draw the Rock Axis-Aligned Bounding Box
P.SetColor( eeColorA( 255, 255, 255, 255 ) );
P.DrawRectangle( Rock.GetAABB() );
// Draw the Rock Quad
P.SetColor( eeColorA( 255, 0, 0, 255 ) );
P.DrawQuad( Rock.GetQuad() );
// Draw frame
win->Display();
}
win->RunMainLoop( &MainLoop );
}
eeSAFE_DELETE( Rock );
eeSAFE_DELETE( Planet );
eeSAFE_DELETE( Blindy );
// Destroy the engine instance. Destroys all the windows and engine singletons.
cEngine::DestroySingleton();