mirror of
https://github.com/SpartanJ/eepp.git
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177 lines
5.5 KiB
C++
177 lines
5.5 KiB
C++
#include <eepp/ee.hpp>
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cWindow * win = NULL;
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// Define a interpolation to control the Rock sprite angle
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Interpolation RockAngle;
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Interpolation PlanetAngle;
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// Create a primitive drawer instance to draw the AABB of the Rock
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cPrimitives P;
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cSprite * Rock = NULL;
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cSprite * Planet = NULL;
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cSprite * Blindy = NULL;
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// Define a user sprite event
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static const Uint32 USER_SPRITE_EVENT = cSprite::SPRITE_EVENT_USER + 1;
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// Get the sprite event callback
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void spriteCallback( Uint32 Event, cSprite * Sprite, void * UserData ) {
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// Sprite Animation entered the first frame?
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if ( Event == cSprite::SPRITE_EVENT_FIRST_FRAME ) {
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// Fire a user Event
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Sprite->FireEvent( USER_SPRITE_EVENT );
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} else if ( Event == USER_SPRITE_EVENT ) {
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// Create an interpolation to change the angle of the sprite
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Interpolation * RotationInterpolation = reinterpret_cast<Interpolation*>( UserData );
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RotationInterpolation->ClearWaypoints();
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RotationInterpolation->AddWaypoint( Sprite->Angle() );
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RotationInterpolation->AddWaypoint( Sprite->Angle() + 45.f );
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RotationInterpolation->SetTotalTime( Milliseconds( 500 ) );
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RotationInterpolation->Type( Ease::BounceOut ); // Set the easing effect used for the interpolation
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RotationInterpolation->Start();
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// Scale the sprite
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if ( Sprite->Scale().x < 3 ) {
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Sprite->Scale( Sprite->Scale() + 0.25f );
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}
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}
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}
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void MainLoop()
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{
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// Clear the screen buffer
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win->Clear();
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// Update the input
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win->GetInput()->Update();
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// Check if ESCAPE key is pressed
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if ( win->GetInput()->IsKeyDown( KEY_ESCAPE ) ) {
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// Close the window
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win->Close();
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}
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// Check if the D key was pressed
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if ( win->GetInput()->IsKeyUp( KEY_D ) ) {
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// Reverse the Rock animation
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Rock->ReverseAnim( !Rock->ReverseAnim() );
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}
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// Update the angle interpolation
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PlanetAngle.Update( win->Elapsed() );
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RockAngle.Update( win->Elapsed() );
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// Set the Planet and Rock angle from the interpolation
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Planet->Angle( PlanetAngle.GetPos() );
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Rock->Angle( RockAngle.GetPos() );
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// Draw the static planet sprite
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Planet->Draw();
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// Draw the animated Rock sprite
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Rock->Draw();
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// Draw the blindy animation
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Blindy->Draw();
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// Draw the Rock Axis-Aligned Bounding Box
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P.SetColor( ColorA( 255, 255, 255, 255 ) );
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P.DrawRectangle( Rock->GetAABB() );
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// Draw the Rock Quad
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P.SetColor( ColorA( 255, 0, 0, 255 ) );
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P.DrawQuad( Rock->GetQuad() );
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// Draw frame
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win->Display();
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}
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EE_MAIN_FUNC int main (int argc, char * argv [])
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{
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// Create a new window
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win = Engine::instance()->CreateWindow( WindowSettings( 640, 480, "eepp - Sprites" ), ContextSettings( true ) );
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// Check if created
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if ( win->Created() ) {
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// Get the application path
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std::string AppPath = Sys::GetProcessPath();
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// Load the rock texture
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Uint32 PlanetId = cTextureFactory::instance()->Load( AppPath + "assets/sprites/7.png" );
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Uint32 RockId = cTextureFactory::instance()->Load( AppPath + "assets/sprites/5.png" );
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// Load a previously generated texture atlas that contains the SubTextures needed to load an animated sprite
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cTextureAtlasLoader Blindies( AppPath + "assets/atlases/bnb.eta" );
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// Create the animated rock spriteR
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Rock = eeNew( cSprite, () );
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// Load the rock frames from the texture, adding the frames manually
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for ( Int32 my = 0; my < 4; my++ ) {
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for( Int32 mx = 0; mx < 8; mx++ ) {
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// DestSize as 0,0 will use the SubTexture size
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Rock->AddFrame( RockId, Sizef( 0, 0 ), Vector2i( 0, 0 ), Recti( mx * 64, my * 64, mx * 64 + 64, my * 64 + 64 ) );
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}
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}
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// Create a static sprite
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Planet = eeNew( cSprite, ( PlanetId ) );
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// This constructor is the same that creating sprite and calling Sprite.AddFramesByPattern.
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// It will look for a SubTexture ( in any Texture Atlas loaded, or the GlobalTextureAtlas ) animation by its name, it will search
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// for "gn00" to "gnXX" to create a new animation
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// see cTextureAtlasManager::GetSubTexturesByPattern for more information.
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// This is the easiest way to load animated sprites.
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Blindy = eeNew( cSprite, ( "gn" ) );
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// Set the sprite animation speed, set in Frames per Second
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// Sprites are auto-animated by default.
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Rock->AnimSpeed( 32 );
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// Set the render mode of the sprite
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Blindy->RenderMode( RN_MIRROR );
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// Set the Blend Mode of the sprite
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Blindy->BlendMode( ALPHA_BLENDONE );
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// Set the primitive fill mode
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P.FillMode( DRAW_LINE );
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// Set the sprites position to the screen center
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Vector2i ScreenCenter( Engine::instance()->GetWidth() / 2, Engine::instance()->GetHeight() / 2 );
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Planet->Position( ScreenCenter.x - Planet->GetAABB().Size().Width() / 2, ScreenCenter.y - Planet->GetAABB().Size().Height() / 2 );
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Rock->Position( ScreenCenter.x - Rock->GetAABB().Size().Width() / 2, ScreenCenter.y - Rock->GetAABB().Size().Height() / 2 );
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Blindy->Position( ScreenCenter.x - Blindy->GetAABB().Size().Width() / 2, ScreenCenter.y - Blindy->GetAABB().Size().Height() / 2 );
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// Set the planet angle interpolation
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PlanetAngle.AddWaypoint( 0 );
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PlanetAngle.AddWaypoint( 360 );
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PlanetAngle.SetTotalTime( Seconds( 10 ) );
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PlanetAngle.Loop( true );
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PlanetAngle.Start();
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// Create a Event callback for the rock sprite
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Rock->SetEventsCallback( cb::Make3( &spriteCallback ), &RockAngle );
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// Application loop
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win->RunMainLoop( &MainLoop );
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}
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eeSAFE_DELETE( Rock );
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eeSAFE_DELETE( Planet );
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eeSAFE_DELETE( Blindy );
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// Destroy the engine instance. Destroys all the windows and engine singletons.
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Engine::DestroySingleton();
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// If was compiled in debug mode it will print the memory manager report
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MemoryManager::ShowResults();
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return EXIT_SUCCESS;
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}
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