255 lines
7.1 KiB
C++
255 lines
7.1 KiB
C++
#include "animated_sprite.h"
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#include <SDL3/SDL_log.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
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#include <stddef.h> // Para size_t
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#include <fstream> // Para basic_istream, basic_ifstream, basic_ios
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#include <sstream> // Para basic_stringstream
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#include <stdexcept> // Para runtime_error
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#include "texture.h" // Para Texture
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#include "utils.h" // Para printWithDots
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// Carga las animaciones en un vector(Animations) desde un fichero
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AnimationsFileBuffer loadAnimationsFromFile(const std::string &file_path)
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{
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std::ifstream file(file_path);
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if (!file)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
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throw std::runtime_error("Fichero no encontrado: " + file_path);
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}
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printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
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std::vector<std::string> buffer;
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std::string line;
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while (std::getline(file, line))
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{
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if (!line.empty())
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buffer.push_back(line);
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}
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return buffer;
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}
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// Constructor
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AnimatedSprite::AnimatedSprite(std::shared_ptr<Texture> texture, const std::string &file_path)
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: MovingSprite(texture)
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{
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// Carga las animaciones
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if (!file_path.empty())
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{
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AnimationsFileBuffer v = loadAnimationsFromFile(file_path);
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loadFromAnimationsFileBuffer(v);
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}
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}
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// Constructor
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AnimatedSprite::AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer &animations)
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: MovingSprite(texture)
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{
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if (!animations.empty())
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{
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loadFromAnimationsFileBuffer(animations);
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}
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}
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// Obtiene el índice de la animación a partir del nombre
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int AnimatedSprite::getIndex(const std::string &name)
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{
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auto index = -1;
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for (const auto &a : animations_)
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{
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index++;
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if (a.name == name)
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{
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return index;
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}
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}
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "** Warning: could not find \"%s\" animation", name.c_str());
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return -1;
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}
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// Calcula el frame correspondiente a la animación
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void AnimatedSprite::animate()
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{
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if (animations_[current_animation_].speed == 0)
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{
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return;
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}
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// Calcula el frame actual a partir del contador
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animations_[current_animation_].current_frame = animations_[current_animation_].counter / animations_[current_animation_].speed;
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// Si alcanza el final de la animación, reinicia el contador de la animación
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// en función de la variable loop y coloca el nuevo frame
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if (animations_[current_animation_].current_frame >= (int)animations_[current_animation_].frames.size())
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{
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if (animations_[current_animation_].loop == -1)
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{ // Si no hay loop, deja el último frame
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animations_[current_animation_].current_frame = animations_[current_animation_].frames.size();
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animations_[current_animation_].completed = true;
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}
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else
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{ // Si hay loop, vuelve al frame indicado
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].current_frame = animations_[current_animation_].loop;
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}
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}
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// En caso contrario
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else
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{
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// Escoge el frame correspondiente de la animación
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setSpriteClip(animations_[current_animation_].frames[animations_[current_animation_].current_frame]);
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// Incrementa el contador de la animacion
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animations_[current_animation_].counter++;
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}
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}
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// Comprueba si ha terminado la animación
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bool AnimatedSprite::animationIsCompleted()
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{
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return animations_[current_animation_].completed;
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}
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// Establece la animacion actual
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void AnimatedSprite::setCurrentAnimation(const std::string &name)
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{
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const auto new_animation = getIndex(name);
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if (current_animation_ != new_animation)
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{
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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}
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}
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// Establece la animacion actual
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void AnimatedSprite::setCurrentAnimation(int index)
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{
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const auto new_animation = index;
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if (current_animation_ != new_animation)
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{
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current_animation_ = new_animation;
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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}
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}
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// Actualiza las variables del objeto
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void AnimatedSprite::update()
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{
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animate();
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MovingSprite::update();
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}
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// Reinicia la animación
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void AnimatedSprite::resetAnimation()
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{
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].completed = false;
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}
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// Carga la animación desde un vector de cadenas
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void AnimatedSprite::loadFromAnimationsFileBuffer(const AnimationsFileBuffer &source)
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{
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float frame_width = 1;
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float frame_height = 1;
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int frames_per_row = 1;
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int max_tiles = 1;
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size_t index = 0;
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while (index < source.size())
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{
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std::string line = source.at(index);
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// Parsea el fichero para buscar variables y valores
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if (line != "[animation]")
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{
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// Encuentra la posición del carácter '='
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size_t pos = line.find("=");
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// Procesa las dos subcadenas
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if (pos != std::string::npos)
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{
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std::string key = line.substr(0, pos);
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int value = std::stoi(line.substr(pos + 1));
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if (key == "frame_width")
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frame_width = value;
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else if (key == "frame_height")
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frame_height = value;
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else
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: unknown parameter %s", key.c_str());
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frames_per_row = texture_->getWidth() / frame_width;
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const int w = texture_->getWidth() / frame_width;
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const int h = texture_->getHeight() / frame_height;
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max_tiles = w * h;
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}
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}
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// Si la línea contiene el texto [animation] se realiza el proceso de carga de una animación
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if (line == "[animation]")
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{
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Animation animation;
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do
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{
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index++;
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line = source.at(index);
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size_t pos = line.find("=");
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if (pos != std::string::npos)
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{
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std::string key = line.substr(0, pos);
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std::string value = line.substr(pos + 1);
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if (key == "name")
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animation.name = value;
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else if (key == "speed")
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animation.speed = std::stoi(value);
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else if (key == "loop")
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animation.loop = std::stoi(value);
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else if (key == "frames")
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{
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// Se introducen los valores separados por comas en un vector
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std::stringstream ss(value);
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std::string tmp;
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SDL_FRect rect = {0, 0, frame_width, frame_height};
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while (getline(ss, tmp, ','))
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{
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// Comprueba que el tile no sea mayor que el máximo índice permitido
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const int num_tile = std::stoi(tmp);
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if (num_tile <= max_tiles)
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{
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rect.x = (num_tile % frames_per_row) * frame_width;
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rect.y = (num_tile / frames_per_row) * frame_height;
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animation.frames.emplace_back(rect);
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}
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}
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}
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else
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: unknown parameter %s", key.c_str());
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}
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} while (line != "[/animation]");
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// Añade la animación al vector de animaciones
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animations_.emplace_back(animation);
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}
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// Una vez procesada la línea, aumenta el índice para pasar a la siguiente
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index++;
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}
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// Pone un valor por defecto
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setWidth(frame_width);
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setHeight(frame_height);
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}
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// Establece la velocidad de la animación
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void AnimatedSprite::setAnimationSpeed(size_t value)
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{
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animations_[current_animation_].speed = value;
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} |