Basic animator and assetmanager using it.

This commit is contained in:
2026-07-14 07:15:03 +02:00
parent e8b8dd2298
commit 7a4c562d6c
2 changed files with 76 additions and 6 deletions
+58
View File
@@ -0,0 +1,58 @@
package game
import rl "vendor:raylib"
AnimationClip :: struct {
texture: rl.Texture2D,
frame_count: int,
frame_width: i32,
frame_height: i32,
frame_time: f32,
looping: bool,
}
AnimationState :: struct {
clip: ^AnimationClip,
current_frame: int,
timer: f32,
finished: bool,
}
animation_play :: proc(state: ^AnimationState, clip: ^AnimationClip) {
// already playing, do not reset
if state.clip == clip do return
state.clip = clip
state.current_frame = 0
state.timer = 0
state.finished = false
}
animation_update :: proc(state: ^AnimationState, dt: f32) {
clip := state.clip
if clip == nil || state.finished do return
state.timer += dt
if state.timer >= clip.frame_time {
state.timer -= clip.frame_time
state.current_frame += 1
if state.current_frame >= clip.frame_count {
if clip.looping {
state.current_frame = 0
} else {
state.current_frame = clip.frame_count - 1
state.finished = true
}
}
}
}
animation_frame_rect :: proc(state: ^AnimationState) -> rl.Rectangle {
clip := state.clip
return rl.Rectangle {
x = f32(state.current_frame) * f32(clip.frame_width),
y = 0,
width = f32(clip.frame_width),
height = f32(clip.frame_height),
}
}
+18 -6
View File
@@ -6,22 +6,34 @@
// -----------------------------------------------------------------------------
package game
// import rl "vendor:raylib"
import rl "vendor:raylib"
Player_Assets :: struct {
clips: [Player_State]AnimationClip,
}
Asset_Manager :: struct {
// Empty for now.
//player: rl.Texture2D,
player: Player_Assets,
}
asset_manager_init :: proc() -> Asset_Manager {
assets := Asset_Manager{}
// assets.player = rl.LoadTexture("assets/sprites/player.png")
idle_tex := rl.LoadTexture("assets/textures/player/player_idle.png")
walk_tex := rl.LoadTexture("assets/textures/player/player_walk.png")
assets.player.clips[.IDLE] = AnimationClip {
texture = idle_tex, frame_count = 6, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
}
assets.player.clips[.WALK] = AnimationClip {
texture = walk_tex, frame_count = 8, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
}
return assets
}
asset_manager_destroy :: proc(assets: ^Asset_Manager) {
// unload textures here later.
//rl.UnloadTexture(assets.player)
for clip in assets.player.clips {
rl.UnloadTexture(clip.texture)
}
}