Animation code

This commit is contained in:
Abdelrahman Said 2024-11-04 20:01:19 +00:00
parent 4264188a58
commit 6ca4f19b6b
7 changed files with 461 additions and 0 deletions

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animation_player.c Normal file
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#include "animation_player.h"
#include <stdbool.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_image.h>
AnimPlayer ap_init(SDL_Renderer *renderer, const char *filepath, uint32_t ms_speed, uint32_t sprite_width, uint32_t sprite_height, bool loop) {
SDL_Texture *image = IMG_LoadTexture(renderer, filepath);
if (!image) {
return (AnimPlayer){0};
}
int w;
if (SDL_QueryTexture(image, NULL, NULL, &w, NULL) < 0) {
return (AnimPlayer){0};
}
AnimPlayer ap = {
.image = image,
.last_time = SDL_GetTicks(),
.ms_speed = ms_speed,
.sprite_width = sprite_width,
.sprite_height = sprite_height,
.count = w / sprite_width,
.current = 0,
.loop = loop,
.finished = false,
};
ap.ms_duration = ap.ms_speed * ap.count;
return ap;
}
void ap_update(AnimPlayer *ap, uint32_t ticks) {
if (!ap) {
return;
}
if (ap->current + 1 == ap->count && !(ap->loop)) {
ap->finished = true;
return;
}
if (ticks - ap->last_time >= ap->ms_speed) {
ap->last_time = ticks;
ap->current = ++ap->current % ap->count;
}
}
void ap_draw(SDL_Renderer *renderer, const AnimPlayer *ap, const SDL_Rect *dst, bool x_flip) {
if (!renderer || !ap || !(ap->image)) {
return;
}
SDL_Rect src = {
.x = ap->current * ap->sprite_width,
.y = 0,
.w = ap->sprite_width,
.h = ap->sprite_height,
};
SDL_RenderCopyEx(renderer, ap->image, &src, dst, 0, NULL, x_flip ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
}
void ap_reset(AnimPlayer *ap) {
ap->current = 0;
ap->finished = false;
}
void ap_destroy(AnimPlayer *ap) {
if (!ap || !(ap->image)) {
return;
}
SDL_DestroyTexture(ap->image);
ap->image = NULL;
}

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animation_player.h Normal file
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#pragma once
#include <stdint.h>
#include <stdbool.h>
#include <SDL2/SDL_render.h>
typedef struct anim_player AnimPlayer;
struct anim_player {
SDL_Texture *image;
uint32_t last_time;
uint32_t ms_speed;
uint32_t ms_duration;
uint32_t sprite_width;
uint32_t sprite_height;
uint16_t count;
uint16_t current;
bool loop;
bool finished;
};
AnimPlayer ap_init (SDL_Renderer *renderer, const char *filepath, uint32_t ms_speed, uint32_t sprite_width, uint32_t sprite_height, bool loop);
void ap_update (AnimPlayer *ap, uint32_t ticks);
void ap_draw (SDL_Renderer *renderer, const AnimPlayer *ap, const SDL_Rect *dst, bool x_flip);
void ap_reset (AnimPlayer *ap);
void ap_destroy(AnimPlayer *ap);

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#include "player.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include <stdint.h>
#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
int main() {
SDL_Init(SDL_INIT_EVERYTHING);
IMG_Init(IMG_INIT_PNG);
SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
Player player = {0};
player_init(&player, renderer, (SDL_Rect){ .x = 50, .y = 100, .w = 100, .h = 64 });
bool running = true;
SDL_Event event = {0};
uint32_t ticks;
while (running) {
while (SDL_PollEvent(&event)) {
player_events(&player, &event);
switch (event.type) {
case SDL_QUIT:
running = false;
break;
}
}
ticks = SDL_GetTicks();
player_update(&player, ticks);
SDL_SetRenderDrawColor(renderer, 0, 94, 124, 255);
SDL_RenderClear(renderer);
player_draw(&player, renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
IMG_Quit();
SDL_Quit();
return 0;
}

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#include "player.h"
#include "SDL_keycode.h"
#include "SDL_render.h"
#include "animation_player.h"
#include "state_machine.h"
#include <SDL2/SDL_events.h>
#include <stdbool.h>
#include <stdint.h>
#define SPRITE_WIDTH 100
#define SPRITE_HEIGHT 64
State *update_state(Player *player, uint32_t state);
State *idle_state(StateMachine *sm, Player *player);
State *walk_state(StateMachine *sm, Player *player);
State *jump_state(StateMachine *sm, Player *player);
State *fall_state(StateMachine *sm, Player *player);
State *dash_state(StateMachine *sm, Player *player);
void player_init(Player *player, SDL_Renderer *renderer, SDL_Rect position) {
player->position = position;
player->movement = (Movement){0};
player->x_direction = PLAYER_DIRECTION_RIGHT;
player->velocity = 4;
player->animations[PLAYER_STATE_IDLE] =
ap_init(renderer, "knight_player/Idle_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
player->animations[PLAYER_STATE_WALK] =
ap_init(renderer, "knight_player/Walking_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, true);
player->animations[PLAYER_STATE_JUMP] =
ap_init(renderer, "knight_player/Jump_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->animations[PLAYER_STATE_FALL] =
ap_init(renderer, "knight_player/Fall_KG_2.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->animations[PLAYER_STATE_DASH] =
ap_init(renderer, "knight_player/Dashing_KG_1.png", 125, SPRITE_WIDTH, SPRITE_HEIGHT, false);
player->states[PLAYER_STATE_IDLE] = (State){ .state_func = (StateFunc *)idle_state };
player->states[PLAYER_STATE_WALK] = (State){ .state_func = (StateFunc *)walk_state };
player->states[PLAYER_STATE_JUMP] = (State){ .state_func = (StateFunc *)jump_state };
player->states[PLAYER_STATE_FALL] = (State){ .state_func = (StateFunc *)fall_state };
player->states[PLAYER_STATE_DASH] = (State){ .state_func = (StateFunc *)dash_state };
player->event_data = (PlayerEventData){0};
player->state_machine = (StateMachine){ .current_state = &(player->states[PLAYER_STATE_IDLE]) };
player->current_state = PLAYER_STATE_IDLE;
}
void player_events(Player *player, const SDL_Event *event) {
if (!player || !event) {
return;
}
switch (event->type) {
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
player->movement.x = PLAYER_DIRECTION_LEFT * player->velocity;
player->x_direction = PLAYER_DIRECTION_LEFT;
player->event_data.key = PLAYER_CONTROL_LEFT_DOWN;
break;
case SDLK_RIGHT:
player->movement.x = PLAYER_DIRECTION_RIGHT * player->velocity;
player->x_direction = PLAYER_DIRECTION_RIGHT;
player->event_data.key = PLAYER_CONTROL_RIGHT_DOWN;
break;
}
break;
case SDL_KEYUP:
switch (event->key.keysym.sym) {
case SDLK_LEFT:
player->movement.x = 0;
player->event_data.key = PLAYER_CONTROL_LEFT_UP;
break;
case SDLK_RIGHT:
player->movement.x = 0;
player->event_data.key = PLAYER_CONTROL_RIGHT_UP;
break;
case SDLK_SPACE:
player->event_data.key = PLAYER_CONTROL_SPACE;
break;
case SDLK_LCTRL:
player->movement.x = player->x_direction * player->velocity * 3;
player->event_data.key = PLAYER_CONTROL_LCTRL;
if (player->current_state == PLAYER_STATE_JUMP) {
player->event_data.dash_in_air = true;
} else {
player->event_data.dash_in_air = false;
}
break;
}
break;
}
}
void player_update(Player *player, uint32_t ticks) {
player->position.x += player->movement.x;
sm_run(&(player->state_machine), (void *)player);
ap_update(&(player->animations[player->current_state]), ticks);
player->event_data.key = PLAYER_CONTROL_NONE;
}
void player_draw(const Player *player, SDL_Renderer *renderer) {
ap_draw(renderer, &(player->animations[player->current_state]), &(player->position), player->x_direction == PLAYER_DIRECTION_LEFT);
}
State *update_state(Player *player, uint32_t state) {
if (state >= COUNT_PLAYER_STATES) {
return &(player->states[player->current_state]);
}
player->current_state = state;
return &(player->states[state]);
}
State *idle_state(StateMachine *sm, Player *player) {
switch (player->event_data.key) {
case PLAYER_CONTROL_LEFT_DOWN:
case PLAYER_CONTROL_RIGHT_DOWN:
return update_state(player, PLAYER_STATE_WALK);
case PLAYER_CONTROL_SPACE:
return update_state(player, PLAYER_STATE_JUMP);
}
return update_state(player, PLAYER_STATE_IDLE);
}
State *walk_state(StateMachine *sm, Player *player) {
switch (player->event_data.key) {
case PLAYER_CONTROL_LEFT_UP:
case PLAYER_CONTROL_RIGHT_UP:
return update_state(player, PLAYER_STATE_IDLE);
case PLAYER_CONTROL_SPACE:
return update_state(player, PLAYER_STATE_JUMP);
case PLAYER_CONTROL_LCTRL:
return update_state(player, PLAYER_STATE_DASH);
}
return update_state(player, PLAYER_STATE_WALK);
}
State *jump_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_JUMP;
if (player->animations[PLAYER_STATE_JUMP].finished) {
reset = true;
state = PLAYER_STATE_FALL;
} else if (player->event_data.key == PLAYER_CONTROL_LCTRL) {
reset = true;
state = PLAYER_STATE_DASH;
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_JUMP]));
}
return update_state(player, state);
}
State *fall_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_FALL;
if (player->animations[PLAYER_STATE_FALL].finished) {
reset = true;
state = PLAYER_STATE_IDLE;
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_FALL]));
}
return update_state(player, state);
}
State *dash_state(StateMachine *sm, Player *player) {
bool reset = false;
uint32_t state = PLAYER_STATE_DASH;
player->movement.x += player->x_direction * 10;
if (player->animations[PLAYER_STATE_DASH].finished) {
reset = true;
player->movement.x = 0;
if (player->event_data.dash_in_air) {
state = PLAYER_STATE_FALL;
} else {
state = PLAYER_STATE_IDLE;
}
}
if (reset) {
ap_reset(&(player->animations[PLAYER_STATE_DASH]));
}
return update_state(player, state);
}

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#pragma once
#include "animation_player.h"
#include "state_machine.h"
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_render.h>
#include <stdint.h>
#include <stdbool.h>
enum player_states {
PLAYER_STATE_IDLE,
PLAYER_STATE_WALK,
PLAYER_STATE_JUMP,
PLAYER_STATE_FALL,
PLAYER_STATE_DASH,
COUNT_PLAYER_STATES,
};
enum player_controls {
PLAYER_CONTROL_NONE,
PLAYER_CONTROL_LEFT_DOWN,
PLAYER_CONTROL_RIGHT_DOWN,
PLAYER_CONTROL_LEFT_UP,
PLAYER_CONTROL_RIGHT_UP,
PLAYER_CONTROL_SPACE,
PLAYER_CONTROL_LCTRL,
COUNT_PLAYER_CONTROLS,
};
enum player_direction {
PLAYER_DIRECTION_LEFT = -1,
PLAYER_DIRECTION_RIGHT = 1,
PLAYER_DIRECTION_UP = -1,
PLAYER_DIRECTION_DOWN = 1,
};
typedef struct player_event_data PlayerEventData;
struct player_event_data {
uint32_t key;
bool dash_in_air;
};
typedef struct movement Movement;
struct movement {
int32_t x;
int32_t y;
};
typedef struct player Player;
struct player {
uint32_t current_state;
uint32_t velocity;
int32_t x_direction;
Movement movement;
SDL_Rect position;
PlayerEventData event_data;
StateMachine state_machine;
State states[COUNT_PLAYER_STATES];
AnimPlayer animations[COUNT_PLAYER_STATES];
};
void player_init (Player *player, SDL_Renderer *renderer, SDL_Rect position);
void player_events(Player *player, const SDL_Event *event);
void player_update(Player *player, uint32_t ticks);
void player_draw (const Player *player, SDL_Renderer *renderer);

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#include "state_machine.h"
void sm_run(StateMachine *sm, void *event_data) {
if (!sm || !(sm->current_state)) {
return;
}
sm->current_state = sm->current_state->state_func(sm, event_data);
}

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#pragma once
typedef struct state State;
typedef struct state_machine StateMachine;
typedef State *(StateFunc)(StateMachine *sm, void *event_data);
typedef void NoEventData;
struct state {
StateFunc *state_func;
};
struct state_machine {
State *current_state;
};
void sm_run(StateMachine *sm, void *event_data);