Basic animator and assetmanager using it.
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@@ -0,0 +1,58 @@
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package game
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import rl "vendor:raylib"
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AnimationClip :: struct {
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texture: rl.Texture2D,
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frame_count: int,
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frame_width: i32,
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frame_height: i32,
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frame_time: f32,
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looping: bool,
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}
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AnimationState :: struct {
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clip: ^AnimationClip,
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current_frame: int,
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timer: f32,
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finished: bool,
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}
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animation_play :: proc(state: ^AnimationState, clip: ^AnimationClip) {
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// already playing, do not reset
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if state.clip == clip do return
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state.clip = clip
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state.current_frame = 0
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state.timer = 0
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state.finished = false
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}
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animation_update :: proc(state: ^AnimationState, dt: f32) {
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clip := state.clip
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if clip == nil || state.finished do return
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state.timer += dt
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if state.timer >= clip.frame_time {
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state.timer -= clip.frame_time
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state.current_frame += 1
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if state.current_frame >= clip.frame_count {
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if clip.looping {
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state.current_frame = 0
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} else {
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state.current_frame = clip.frame_count - 1
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state.finished = true
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}
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}
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}
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}
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animation_frame_rect :: proc(state: ^AnimationState) -> rl.Rectangle {
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clip := state.clip
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return rl.Rectangle {
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x = f32(state.current_frame) * f32(clip.frame_width),
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y = 0,
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width = f32(clip.frame_width),
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height = f32(clip.frame_height),
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}
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}
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+18
-6
@@ -6,22 +6,34 @@
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// -----------------------------------------------------------------------------
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package game
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// import rl "vendor:raylib"
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import rl "vendor:raylib"
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Player_Assets :: struct {
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clips: [Player_State]AnimationClip,
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}
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Asset_Manager :: struct {
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// Empty for now.
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//player: rl.Texture2D,
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player: Player_Assets,
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}
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asset_manager_init :: proc() -> Asset_Manager {
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assets := Asset_Manager{}
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// assets.player = rl.LoadTexture("assets/sprites/player.png")
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idle_tex := rl.LoadTexture("assets/textures/player/player_idle.png")
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walk_tex := rl.LoadTexture("assets/textures/player/player_walk.png")
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assets.player.clips[.IDLE] = AnimationClip {
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texture = idle_tex, frame_count = 6, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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}
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assets.player.clips[.WALK] = AnimationClip {
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texture = walk_tex, frame_count = 8, frame_width = 32, frame_height = 32, frame_time = 0.14, looping = true,
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}
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return assets
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}
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asset_manager_destroy :: proc(assets: ^Asset_Manager) {
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// unload textures here later.
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//rl.UnloadTexture(assets.player)
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for clip in assets.player.clips {
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rl.UnloadTexture(clip.texture)
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}
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}
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