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added naming and priorities to animations

This commit is contained in:
Ellpeck 2019-08-21 20:25:32 +02:00
parent 46a4aec1c9
commit 04b9c9e97c
4 changed files with 54 additions and 20 deletions

View file

@ -1,3 +1,4 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
@ -17,10 +18,10 @@ namespace Demos {
var tex = LoadContent<Texture2D>("Textures/Anim");
// create the four animations by supplying the time per frame, the texture and the four regions used
var downAnim = new SpriteAnimation(0.2F, tex, new Rectangle(0, 0, 8, 8), new Rectangle(0, 8, 8, 8), new Rectangle(0, 16, 8, 8), new Rectangle(0, 24, 8, 8));
var upAnim = new SpriteAnimation(0.2F, tex, new Rectangle(8, 0, 8, 8), new Rectangle(8, 8, 8, 8), new Rectangle(8, 16, 8, 8), new Rectangle(8, 24, 8, 8));
var leftAnim = new SpriteAnimation(0.2F, tex, new Rectangle(16, 0, 8, 8), new Rectangle(16, 8, 8, 8), new Rectangle(16, 16, 8, 8), new Rectangle(16, 24, 8, 8));
var rightAnim = new SpriteAnimation(0.2F, tex, new Rectangle(24, 0, 8, 8), new Rectangle(24, 8, 8, 8), new Rectangle(24, 16, 8, 8), new Rectangle(24, 24, 8, 8));
var downAnim = new SpriteAnimation(0.2F, tex, new Rectangle(0, 0, 8, 8), new Rectangle(0, 8, 8, 8), new Rectangle(0, 16, 8, 8), new Rectangle(0, 24, 8, 8)) {Name = "Down"};
var upAnim = new SpriteAnimation(0.2F, tex, new Rectangle(8, 0, 8, 8), new Rectangle(8, 8, 8, 8), new Rectangle(8, 16, 8, 8), new Rectangle(8, 24, 8, 8)) {Name = "Up"};
var leftAnim = new SpriteAnimation(0.2F, tex, new Rectangle(16, 0, 8, 8), new Rectangle(16, 8, 8, 8), new Rectangle(16, 16, 8, 8), new Rectangle(16, 24, 8, 8)) {Name = "Left"};
var rightAnim = new SpriteAnimation(0.2F, tex, new Rectangle(24, 0, 8, 8), new Rectangle(24, 8, 8, 8), new Rectangle(24, 16, 8, 8), new Rectangle(24, 24, 8, 8)) {Name = "Right"};
// create a sprite animation group which manages a list of animations and figures out which one should
// be playing right now based on supplied conditions
@ -32,6 +33,16 @@ namespace Demos {
this.group.Add(upAnim, () => this.facing == 1);
this.group.Add(leftAnim, () => this.facing == 2);
this.group.Add(rightAnim, () => this.facing == 3);
// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
this.group.Add(new SpriteAnimation(1F, tex, new Rectangle(0, 0, 8, 8)) {Name = "DownStanding"}, () => this.facing == 0 && Input.IsKeyDown(Keys.Space), 10);
// you can also add a callback to see when the animation used changes
this.group.OnAnimationChanged += (anim, newAnim) => {
Console.WriteLine("Changing anim from " + (anim?.Name ?? "None") + " to " + (newAnim?.Name ?? "None"));
};
}
protected override void Update(GameTime gameTime) {

View file

@ -213,7 +213,7 @@ namespace MLEM.Ui.Elements {
this.sortedChildren.Clear();
this.sortedChildren.AddRange(this.Children);
this.sortedChildren.Sort((e1, e2) => e1.Priority.CompareTo(e1.Priority));
this.sortedChildren.Sort((e1, e2) => e1.Priority.CompareTo(e2.Priority));
}
}

View file

@ -10,20 +10,25 @@ namespace MLEM.Animations {
public AnimationFrame this[int index] => this.frames[index];
public AnimationFrame CurrentFrame {
get {
// we might have overshot the end time by a little bit, so just return the last frame
if (this.TimeIntoAnimation >= this.TotalTime)
return this.frames[this.frames.Length - 1];
var accum = 0D;
foreach (var frame in this.frames) {
accum += frame.Seconds;
if (accum >= this.TimeIntoAnimation)
return frame;
}
// we might have overshot the end time by a little bit, so just return the last frame
return this.frames[this.frames.Length - 1];
// if we're here then the time is negative for some reason, so just return the first frame
Console.WriteLine("Test");
return this.frames[0];
}
}
public TextureRegion CurrentRegion => this.CurrentFrame.Region;
public readonly double TotalTime;
public double TimeIntoAnimation { get; private set; }
public bool IsFinished { get; private set; }
public string Name;
public bool IsLooping = true;
public Completed OnCompleted;

View file

@ -11,37 +11,55 @@ namespace MLEM.Animations {
public SpriteAnimation CurrentAnimation => this.currAnimation?.Animation;
public AnimationFrame CurrentFrame => this.CurrentAnimation?.CurrentFrame;
public TextureRegion CurrentRegion => this.CurrentAnimation?.CurrentRegion;
public AnimationChanged OnAnimationChanged;
public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition) {
this.animations.Add(new ConditionedAnimation(anim, condition));
public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition, int priority = 0) {
this.animations.Add(new ConditionedAnimation(anim, condition, priority));
this.animations.Sort((a1, a2) => a1.Priority.CompareTo(a2.Priority));
return this;
}
public void Update(GameTime time) {
if (this.currAnimation == null || !this.currAnimation.ShouldPlay()) {
this.currAnimation = null;
foreach (var anim in this.animations) {
if (anim.ShouldPlay()) {
this.currAnimation = anim;
anim.Animation.Restart();
break;
}
}
ConditionedAnimation animToPlay = null;
if (this.currAnimation != null && this.currAnimation.ShouldPlay())
animToPlay = this.currAnimation;
foreach (var anim in this.animations) {
// if we find an animation with a lower priority then it means we can break
// because the list is sorted by priority
if (animToPlay != null && anim.Priority < animToPlay.Priority)
break;
if (anim.ShouldPlay())
animToPlay = anim;
}
if (animToPlay != this.currAnimation) {
this.OnAnimationChanged?.Invoke(this.currAnimation?.Animation, animToPlay?.Animation);
this.currAnimation = animToPlay;
if (animToPlay != null)
animToPlay.Animation.Restart();
}
if (this.currAnimation != null)
this.currAnimation.Animation.Update(time);
}
public SpriteAnimation ByName(string name) {
return this.animations.Find(anim => anim.Animation.Name == name)?.Animation;
}
public delegate void AnimationChanged(SpriteAnimation oldAnim, SpriteAnimation newAnim);
}
internal class ConditionedAnimation {
public readonly SpriteAnimation Animation;
public readonly Func<bool> ShouldPlay;
public readonly int Priority;
public ConditionedAnimation(SpriteAnimation animation, Func<bool> shouldPlay) {
public ConditionedAnimation(SpriteAnimation animation, Func<bool> shouldPlay, int priority) {
this.Animation = animation;
this.ShouldPlay = shouldPlay;
this.Priority = priority;
}
}