Esempio n. 1
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        /// <summary>
        /// Load animation from config asset, based on animation identifier.
        /// </summary>
        /// <param name="identifier">Animation identifier.</param>
        /// <param name="config">Config asset to load from.</param>
        /// <remarks>Config must contain a section called 'anim_xxx', where xxx is this animation's unique identifier.
        /// Under this section, we should have the following keys:
        ///     - repeats = true / false - does this animation loops, or remain stuck on last step after done?
        ///     - steps_count = how many steps we have in this animation.
        ///     - setp_x_duration[x is step index] = duration, in seconds, of this animation step.
        ///     - setp_x_source[x is step index] = index in spritesheet file, format is: "x,y".
        /// For more info, check out demo_spritesheet.ini in test assets folder.</remarks>
        public SpriteAnimation(string identifier, ConfigAsset config)
        {
            // set identifier
            Identifier = identifier;

            // get general stuff
            string section = "anim_" + identifier;

            Repeats = config.GetBool(section, "repeats");
            int steps = config.GetInt(section, "steps_count", -1);

            // sanity
            if (steps < 0)
            {
                throw new Exception($"Missing animation {identifier} section in config file, or missing 'steps_count' key!");
            }

            // load all steps
            for (int i = 0; i < steps; ++i)
            {
                string prefix   = "step_" + i.ToString();
                float  duration = config.GetFloat(section, prefix + "_duration");
                PointI index    = PointI.FromString(config.GetStr(section, prefix + "_source"));
                AddStep(new SpriteAnimationStep()
                {
                    Duration = duration, Index = index
                });
            }
        }
Esempio n. 2
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        /// <summary>
        /// Convert direction in degrees to Point.
        /// </summary>
        public static PointI FromAngle(int directionDegrees)
        {
            var dirRads = directionDegrees * (Math.PI / 180);
            var ret     = new PointI((int)System.Math.Cos(dirRads), (int)System.Math.Sin(dirRads));

            ret.Normalize();
            return(ret);
        }
Esempio n. 3
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        /// <summary>
        /// Set a sprite's source rectangle from index in spritesheet.
        /// </summary>
        /// <param name="sprite">Sprite to set.</param>
        /// <param name="indexInSheet">Index in spritesheet.</param>
        /// <param name="sizeFactor">Set the size of the sprite to be the spritesheet's single sprite size, multiplied by this value. If set to 0, will not change sprite size.</param>
        public void SetSprite(Sprite sprite, PointI indexInSheet, float sizeFactor = 1.0f)
        {
            // set source rect
            sprite.SourceRect.Width  = (int)(sprite.Image.Width * (1f / (float)SpritesCount.X));
            sprite.SourceRect.Height = (int)(sprite.Image.Height * (1f / (float)SpritesCount.Y));
            sprite.SourceRect.X      = indexInSheet.X * sprite.SourceRect.Width;
            sprite.SourceRect.Y      = indexInSheet.Y * sprite.SourceRect.Height;

            // set size
            if (sizeFactor != 0f)
            {
                sprite.Size.X = (int)(sprite.SourceRect.Width * sizeFactor);
                sprite.Size.Y = (int)(sprite.SourceRect.Height * sizeFactor);
            }
        }
Esempio n. 4
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        /// <summary>
        /// Load animation from config asset, based on animation identifier.
        /// </summary>
        /// <param name="identifier">Animation identifier.</param>
        /// <param name="config">Config asset to load from.</param>
        /// <remarks>Config must contain a section called 'anim_xxx', where xxx is this animation's unique identifier.
        /// Under this section, we should have the following keys:
        ///     - repeats = true / false - does this animation loops, or remain stuck on last step after done?
        ///     - steps_count = how many steps we have in this animation.
        ///     - setp_x_duration [x is step index] = duration, in seconds, of this animation step.
        ///     - setp_x_source [x is step index] = index in spritesheet file, format is: "x,y".
        ///     - step_x_tag [x is step index] = optional tag to attach to this step.
        /// For more info, check out demo_spritesheet.ini in test assets folder.</remarks>
        public SpriteAnimation(string identifier, ConfigAsset config)
        {
            // set identifier
            Identifier = identifier;

            // get general stuff
            string section = "anim_" + identifier;

            Repeats = config.GetBool(section, "repeats");
            int steps = config.GetInt(section, "steps_count", -1);

            // sanity
            if (steps < 0)
            {
                throw new Exception($"Missing animation {identifier} section in config file, or missing 'steps_count' key!");
            }

            // load all steps
            for (int i = 0; i < steps; ++i)
            {
                string prefix = "step_" + i.ToString();

                // read duration
                float duration = config.GetFloat(section, prefix + "_duration", -100f);
                if (duration == -100f)
                {
                    throw new FormatException($"Missing or invalid duration value for step {i} in animation '{identifier}'.");
                }

                // read source index
                PointI index = config.GetPointI(section, prefix + "_source", new PointI(-100, -100));
                if (index.X == -100f)
                {
                    throw new FormatException($"Missing or invalid source value for step {i} in animation '{identifier}'.");
                }

                // read optional tag and add step
                string tag = config.GetStr(section, prefix + "_tag", null);
                AddStep(new SpriteAnimationStep()
                {
                    Duration = duration, Index = index, Tag = tag
                });
            }
        }
Esempio n. 5
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        /// <summary>
        /// Load spritesheet properties from config asset.
        /// Note: this will replace all existing settings.
        /// </summary>
        /// <param name="config">Config file to load from.</param>
        /// <remarks>Config must contain the following section:
        /// [general]
        ///     - sprites_count = how many sprites there are in this spritesheet, format is: "x,y".
        ///     - animations = list of comma-separated animations found in this spritesheet config.
        ///                     for every animation listed here, you need to also include a section with animation data.
        ///                     check out 'SpriteAnimation' constructor for more info.
        ///
        /// [bookmarks]
        ///     - optional, contains a list of values where every key is a bookmark identifier and value is sprite index "x,y".
        ///         later, you can use this to set sprites from spritesheet by names. for example: sheet.SetSprite(sprite, "item_sword");
        ///
        /// For more info, check out demo_spritesheet.ini in test assets folder.
        /// </remarks>
        public void LoadFromConfig(ConfigAsset config)
        {
            // load general settings
            SpritesCount = PointI.FromString(config.GetStr("general", "sprites_count", "0,0"));

            // load bookmarks
            var bookmarks = config.Keys("bookmarks");

            foreach (var book in bookmarks)
            {
                var value = PointI.FromString(config.GetStr("bookmarks", book, "0,0"));
                _bookmarks.Add(book, value);
            }

            // load animations
            var animations = config.GetStr("general", "animations", "").Split(',');

            foreach (var anim in animations)
            {
                var animationName   = anim.Trim();
                var spriteAnimation = new SpriteAnimation(animationName, config);
                _animations.Add(animationName, spriteAnimation);
            }
        }
Esempio n. 6
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 /// <summary>
 /// Lerp between two points.
 /// </summary>
 /// <param name="a">From point.</param>
 /// <param name="b">To point.</param>
 /// <param name="delta">Lerp factor.</param>
 /// <returns>Lerped point.</returns>
 public static PointI Lerp(PointI a, PointI b, float delta)
 {
     return(new PointI((int)((a.X * (1f - delta) + b.X * delta)), (int)((a.Y * (1f - delta) + b.Y * delta))));
 }
Esempio n. 7
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 /// <summary>
 /// Get distance to another point.
 /// </summary>
 public float DistanceTo(PointI other)
 {
     return((float)Math.Sqrt(Math.Pow(X - other.X, 2) + Math.Pow(Y - other.Y, 2)));
 }
Esempio n. 8
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 /// <summary>
 /// Substract point with a point.
 /// </summary>
 public PointI SubstractSelf(PointI other)
 {
     X -= other.X;
     Y -= other.Y;
     return(this);
 }
Esempio n. 9
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 /// <summary>
 /// Add point with a point.
 /// </summary>
 public PointI AddSelf(PointI other)
 {
     X += other.X;
     Y += other.Y;
     return(this);
 }
Esempio n. 10
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 /// <summary>
 /// Divide point with a point.
 /// </summary>
 public PointI DivideSelf(PointI other)
 {
     X /= other.X;
     Y /= other.Y;
     return(this);
 }
Esempio n. 11
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 /// <summary>
 /// Substract point with a point.
 /// </summary>
 public PointI Substract(PointI other)
 {
     return(new PointI(X - other.X, Y - other.Y));
 }
Esempio n. 12
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 /// <summary>
 /// Add point with a point.
 /// </summary>
 public PointI Add(PointI other)
 {
     return(new PointI(X + other.X, Y + other.Y));
 }
Esempio n. 13
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 /// <summary>
 /// Check if contains a point.
 /// </summary>
 /// <param name="point">Point to check.</param>
 /// <returns>If point is within the rectangle.</returns>
 public bool Contains(PointI point)
 {
     return(point.X >= X && point.X <= X + Width && point.Y >= Y && point.Y <= Y + Height);
 }
Esempio n. 14
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 /// <summary>
 /// Set a new bookmark in spritesheet.
 /// Can override existing keys.
 /// </summary>
 /// <param name="bookmarkId">Bookmark id to set.</param>
 /// <param name="spriteIndex">Bookmark index in spritesheet.</param>
 public void AddBookmark(string bookmarkId, PointI spriteIndex)
 {
     _bookmarks[bookmarkId] = spriteIndex;
 }
Esempio n. 15
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 /// <summary>
 /// Multiply point with a point.
 /// </summary>
 public PointI Multiply(PointI other)
 {
     return(new PointI(X * other.X, Y * other.Y));
 }
Esempio n. 16
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 /// <summary>
 /// Divide point with a point.
 /// </summary>
 public PointI Divide(PointI other)
 {
     return(new PointI(X / other.X, Y / other.Y));
 }
Esempio n. 17
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 /// <summary>
 /// Multiply point with a point.
 /// </summary>
 public PointI MultiplySelf(PointI other)
 {
     X *= other.X;
     Y *= other.Y;
     return(this);
 }