Added running animation for player.

This commit is contained in:
Ulysse Cura 2026-07-26 14:00:55 +02:00
parent 12749672a3
commit d3f3ec21e0
5 changed files with 74 additions and 36 deletions

@ -1 +1 @@
Subproject commit b2eabff7b13618d6e7872e3e0867bfb7f07bf8a6
Subproject commit 8b37fc78fa36748444054cac3c862e94de3565e9

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@ -1,6 +1,7 @@
ASSETS := \
player_sheets/player_idle_sheet.png \
player_sheets/player_walk_sheet.png \
player_sheets/player_run_sheet.png\
tileset/tileset.png
ASSETS := $(addprefix $(ASSETS_DIR)/,$(ASSETS))
@ -16,8 +17,8 @@ include $(ASSET_BUILDER_DIR)/Makefile
setup_asset:
@echo "Building $(notdir $(ASSET_OUTPUT))"
$(ASSET_OUTPUT): $(ASSET_BUILDER_OUTPUT)
$(Q)$^ $@ $(ASSETS)
$(ASSET_OUTPUT): $(ASSET_BUILDER_OUTPUT) $(ASSETS)
$(Q)$(ASSET_BUILDER_OUTPUT) $@ $(ASSETS)
asset_end: $(ASSET_OUTPUT)
@echo "Built target $(notdir $(ASSET_OUTPUT))"

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@ -6,17 +6,20 @@
#include "sprite_component.h"
#include "animation_system.h"
#define PLAYER_DEFAULT_SPEED 80.0f // px / s
#define PLAYER_DEFAULT_WALK_SPEED 60.0f // px / s
#define PLAYER_DEFAULT_RUN_SPEED 100.0f // px / s
#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 500.0f // ms / frame
#define PLAYER_DEFAULT_WALK_ANIMATION_SPEED 160.0f // ms / frame
#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 100.0f // ms / frame
typedef enum player_state_t {
PLAYER_IDLE = 0x00, // 00000000
PLAYER_RUNNING_UP = 0x01, // 00000001
PLAYER_RUNNING_DOWN = 0x02, // 00000010
PLAYER_RUNNING_LEFT = 0x04, // 00000100
PLAYER_RUNNING_RIGHT = 0x08, // 00001000
PLAYER_RUNNING = 0x0F, // 00001111
PLAYER_MOVING_UP = 0x01, // 00000001
PLAYER_MOVING_DOWN = 0x02, // 00000010
PLAYER_MOVING_LEFT = 0x04, // 00000100
PLAYER_MOVING_RIGHT = 0x08, // 00001000
PLAYER_MOVING = 0x0F, // 00001111
PLAYER_RUNNING = 0x10, // 00010000
PLAYER_DEATH = 0x80 // 10000000
} player_state_t;

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@ -23,16 +23,30 @@ static inline void player_system_get_inputs(player_system_data_t *system_data)
{
system_data->last_state = system_data->state;
system_data->state &= 0xF0; // 11110000
system_data->state &= 0xE0; // 11100000
system_data->state |= game.events.keys[KEY_UP] * PLAYER_RUNNING_UP;
system_data->state |= game.events.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN;
system_data->state |= game.events.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT;
system_data->state |= game.events.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT;
system_data->state |= game.events.keys[KEY_UP] ? PLAYER_MOVING_UP : 0;
system_data->state |= game.events.keys[KEY_DOWN] ? PLAYER_MOVING_DOWN : 0;
system_data->state |= game.events.keys[KEY_LEFT] ? PLAYER_MOVING_LEFT : 0;
system_data->state |= game.events.keys[KEY_RIGHT] ? PLAYER_MOVING_RIGHT : 0;
system_data->state |= game.events.keys[KEY_MOD] ? PLAYER_RUNNING : 0;
// Special cases
if(system_data->state & PLAYER_RUNNING_UP && system_data->state & PLAYER_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
if(system_data->state & PLAYER_RUNNING_LEFT && system_data->state & PLAYER_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
if(system_data->state & PLAYER_MOVING_UP && system_data->state & PLAYER_MOVING_DOWN)
{
if(system_data->last_state & PLAYER_MOVING_UP)
system_data->state &= ~PLAYER_MOVING_DOWN;
else
system_data->state &= ~PLAYER_MOVING_UP;
}
if(system_data->state & PLAYER_MOVING_LEFT && system_data->state & PLAYER_MOVING_RIGHT)
{
if(system_data->last_state & PLAYER_MOVING_LEFT)
system_data->state &= ~PLAYER_MOVING_RIGHT;
else
system_data->state &= ~PLAYER_MOVING_LEFT;
}
}
// Only for this file
@ -40,36 +54,54 @@ static inline void player_system_set_velocity(player_system_data_t *system_data)
{
transform_component_data_t *transform_component_data = system_data->transform_component_data;
if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
{
transform_component_data->velocity.x =
(float)((system_data->state & PLAYER_RUNNING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_RUNNING_LEFT) >> 2);
(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
transform_component_data->velocity.y =
(float)((system_data->state & PLAYER_RUNNING_DOWN) >> 1) - (float)(system_data->state & PLAYER_RUNNING_UP);
(float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP);
if(f_is_not_zero(transform_component_data->velocity.x) && f_is_not_zero(transform_component_data->velocity.y))
{
transform_component_data->velocity.x *= 0.707106781186548f;
transform_component_data->velocity.y *= 0.707106781186548f;
}
}
}
// Only for this file
static inline void player_system_set_animation(player_system_data_t *system_data)
static inline void player_system_set_animation_and_speed(player_system_data_t *system_data)
{
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
animation_system_data_t *animation_system_data = system_data->animation_system_data;
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
transform_component_data_t *transform_component_data = system_data->transform_component_data;
if(system_data->state & PLAYER_RUNNING_LEFT) sprite_component_data->flip = true;
if(system_data->state & PLAYER_RUNNING_RIGHT) sprite_component_data->flip = false;
if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true;
if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false;
if((system_data->state & PLAYER_RUNNING) && !(system_data->last_state & PLAYER_RUNNING))
if(((system_data->state & PLAYER_MOVING) && !(system_data->last_state & PLAYER_MOVING))
|| ((system_data->state & PLAYER_MOVING) && (system_data->state & PLAYER_RUNNING) != (system_data->last_state & PLAYER_RUNNING)))
{
if(system_data->state & PLAYER_RUNNING)
{
transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0;
animation_system_change_animation(animation_system_data, "player_run_sheet", 8);
}
else
{
transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0;
animation_system_change_animation(animation_system_data, "player_walk_sheet", 4);
}
else if(!(system_data->state & PLAYER_RUNNING) && (system_data->last_state & PLAYER_RUNNING))
}
else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING))
{
animation_system_data->actual_frame_nb = 0;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0;
animation_system_change_animation(animation_system_data, "player_idle_sheet", 4);
}
}
@ -80,7 +112,7 @@ void player_system_update(component_t *component)
player_system_get_inputs(system_data);
player_system_set_velocity(system_data);
player_system_set_animation(system_data);
player_system_set_animation_and_speed(system_data);
}
void player_system_destroy(component_t *component)

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@ -23,9 +23,10 @@ int game_init(void)
if(asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
component_t *component = create_component(TRANSFORM_COMPONENT); if(!component) return EXIT_FAILURE;
add_component(player, component, player_bounds, PLAYER_DEFAULT_SPEED);
add_component(player, component, player_bounds, PLAYER_DEFAULT_WALK_SPEED);
component = create_component(SPRITE_COMPONENT); if(!component) return EXIT_FAILURE;
add_component(player, component, "player_idle_sheet");
@ -86,6 +87,7 @@ int game_exit(void)
{
if(asset_manager_let_go_asset(&game.asset_manager, "player_idle_sheet")) return EXIT_FAILURE;
if(asset_manager_let_go_asset(&game.asset_manager, "player_walk_sheet")) return EXIT_FAILURE;
if(asset_manager_let_go_asset(&game.asset_manager, "player_run_sheet")) return EXIT_FAILURE;
entity_manager_exit(&game.entity_manager);
if(asset_manager_exit(&game.asset_manager)) return EXIT_FAILURE;