mirror of
https://github.com/SpartanJ/eepp.git
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173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
#include <eepp/ee.hpp>
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EE::Window::Window * win = NULL;
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// Define a interpolation to control the Rock sprite angle
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Interpolation1d RockAngle;
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Interpolation1d PlanetAngle;
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// Create a primitive drawer instance to draw the AABB of the Rock
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Primitives P;
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Sprite Rock;
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Sprite Planet;
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Sprite Blindy;
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// Define a user sprite event
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static const Uint32 USER_SPRITE_EVENT = Sprite::SPRITE_EVENT_USER + 1;
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// Get the sprite event callback
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void spriteCallback( Uint32 Event, Sprite * Sprite, void * UserData ) {
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// Sprite Animation entered the first frame?
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if ( Event == Sprite::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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Interpolation1d * RotationInterpolation = reinterpret_cast<Interpolation1d*>( UserData );
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RotationInterpolation->clearWaypoints();
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RotationInterpolation->addWaypoint( Sprite->getRotation() );
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RotationInterpolation->addWaypoint( Sprite->getRotation() + 45.f );
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RotationInterpolation->setTotalTime( Milliseconds( 500 ) );
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RotationInterpolation->setType( 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->getScale().x < 3 ) {
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Sprite->setScale( Sprite->getScale() + 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.setReverseAnimation( !Rock.getReverseAnimation() );
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}
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// Update the angle interpolation
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PlanetAngle.update( win->getElapsed() );
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RockAngle.update( win->getElapsed() );
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// Set the Planet and Rock angle from the interpolation
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Planet.setRotation( PlanetAngle.getPos() );
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Rock.setRotation( 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( Color( 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( Color( 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->isOpen() ) {
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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 = TextureFactory::instance()->loadFromFile( AppPath + "assets/sprites/7.png" );
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Uint32 RockId = TextureFactory::instance()->loadFromFile( 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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TextureAtlasLoader Blindies( AppPath + "assets/atlases/bnb.eta" );
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// Create the animated rock spriteR
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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 ), Rect( 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.createStatic( PlanetId );
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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 TextureAtlasManager::GetSubTexturesByPattern for more information.
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// This is the easiest way to load animated sprites.
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Blindy.addFramesByPattern( "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.setAnimationSpeed( 32 );
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// Set the render mode of the sprite
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Blindy.setRenderMode( RENDER_MIRROR );
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// Set the Blend Mode of the sprite
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Blindy.setBlendMode( BlendAdd );
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// Set the primitive fill mode
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P.setFillMode( DRAW_LINE );
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// Set the sprites position to the screen center
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Vector2i ScreenCenter( Engine::instance()->getCurrentWindow()->getWidth() / 2, Engine::instance()->getCurrentWindow()->getHeight() / 2 );
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Planet.setPosition( Vector2f( ScreenCenter.x - Planet.getAABB().getSize().getWidth() / 2,
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ScreenCenter.y - Planet.getAABB().getSize().getHeight() / 2 ) );
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Rock.setPosition( Vector2f( ScreenCenter.x - Rock.getAABB().getSize().getWidth() / 2,
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ScreenCenter.y - Rock.getAABB().getSize().getHeight() / 2 ) );
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Blindy.setPosition( Vector2f( ScreenCenter.x - Blindy.getAABB().getSize().getWidth() / 2,
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ScreenCenter.y - Blindy.getAABB().getSize().getHeight() / 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.setLoop( 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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// 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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