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animation.go
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animation.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package animation
import (
"fmt"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/image"
m "github.com/divVerent/aaaaxy/internal/math"
"github.com/divVerent/aaaaxy/internal/music"
)
type Group struct {
Frames int // Number of frames of anim.
Symmetric bool // If true, repeat reversed frames 1..(Frames-2) at end of sequence.
FrameInterval int // Time till next frame.
NextInterval int // Time till NextAnim.
WaitFinish bool // Set if this anim shouldn't be interrupted.
NextAnim string // Name of next animation.
SyncToMusicOffset time.Duration // Time in music to sync to frame 0.
// These will be filled in by Init.
Images []*ebiten.Image // One image per frame.
NextGroup *Group // Pointer to same.
}
type State struct {
// Global state.
Groups map[string]*Group
// Current status.
Group *Group
Frame int
WantNext bool
NextGroup *Group
}
func (s *State) Init(spritePrefix string, groups map[string]*Group, initialGroup string) error {
for name, group := range groups {
if group.NextAnim == "" {
group.NextGroup = nil
} else {
group.NextGroup = groups[group.NextAnim]
if group.NextGroup == nil {
return fmt.Errorf("animation group %q references nonexisting frame group %q", name, group.NextAnim)
}
}
images := group.Frames
if group.Symmetric {
// Even count: 0 1 2 3 -> 0 1 2 3 2 1, so 6 -> 4
// Odd count: 0 1 2 3 -> 0 1 2 3 3 2 1, so 7 -> 4
images = images/2 + 1
}
group.Images = make([]*ebiten.Image, images)
for i := range group.Images {
var spriteName string
if images > 1 {
spriteName = fmt.Sprintf("%s_%s_%d.png", spritePrefix, name, i)
} else {
spriteName = fmt.Sprintf("%s_%s.png", spritePrefix, name)
}
var err error
group.Images[i], err = image.Load("sprites", spriteName)
if err != nil {
return fmt.Errorf("could not load image %v for group %q: %w", spriteName, name, err)
}
}
}
s.Groups = groups
s.ForceGroup(initialGroup)
s.Group = s.NextGroup // Don't crash on SetGroup calls.
return nil
}
func (s *State) ForceGroup(group string) {
requested := s.Groups[group]
if requested == nil {
fmt.Printf("Trying to switch to nonexisting frame group: %q.", group)
}
s.WantNext = true
s.NextGroup = requested
}
func (s *State) SetGroup(group string) {
requested := s.Groups[group]
if requested == nil {
fmt.Printf("Trying to switch to nonexisting frame group: %q.", group)
return
}
// Moving to same non-WaitFinish group does nothing.
if requested == s.Group && !s.Group.WaitFinish {
return
}
// If there's already a scheduled next group, prefer those with WaitFinish.
if s.NextGroup != nil && s.NextGroup.WaitFinish {
return
}
// Immediately switch over if current group isn't WaitFinish.
s.WantNext = !s.Group.WaitFinish
s.NextGroup = requested
}
func (s *State) Update(e *engine.Entity) {
s.Frame += 1
if s.NextGroup != nil && (s.WantNext || s.Frame >= s.Group.NextInterval) {
s.Frame = 0
s.Group = s.NextGroup
s.WantNext = false
s.NextGroup = s.Group.NextGroup
}
frame := 0
if s.Group.FrameInterval != 0 {
frame = s.Frame / s.Group.FrameInterval
}
if frame >= s.Group.Frames {
frame = s.Group.Frames - 1
}
if s.Group.SyncToMusicOffset != 0 {
absFrame := int((music.Now() - s.Group.SyncToMusicOffset) * engine.GameTPS / (time.Second * time.Duration(s.Group.FrameInterval)))
frame = m.Mod(absFrame, s.Group.Frames)
}
image := frame
if s.Group.Symmetric {
other := s.Group.Frames - image
if other < image {
image = other
}
}
e.Image = s.Group.Images[image]
}