Refactor animations
This commit is contained in:
@@ -2,20 +2,141 @@ package com.bartlomiejpluta.base.api.animation;
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import com.bartlomiejpluta.base.internal.program.Updatable;
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/**
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* Represents an object that can be animated by cycling through multiple frames of a texture.
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*
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* <p>This interface provides a complete animation system for 2D sprites and other visual objects
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* in the game engine. Animated objects automatically cycle through their available frames at a
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* specified speed when animation is enabled.
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*
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* <p>The animation system works by:
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* <ul>
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* <li>Maintaining an internal timer that tracks elapsed time</li>
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* <li>Automatically advancing to the next frame when enough time has passed</li>
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* <li>Cycling through available frames in sequence</li>
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* <li>Supporting both full texture animation and subset-based animation</li>
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* </ul>
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*
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* <p>Animation can be controlled in real-time through enable/disable methods and speed adjustments.
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* The animation automatically resets and pauses when disabled.
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*
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* <p>This interface extends {@link Updatable}, meaning animated objects are automatically
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* updated each frame by the game engine's update loop.
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*/
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public interface Animated extends Updatable {
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/**
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* Returns whether animation is currently enabled for this object.
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*
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* <p>When animation is disabled, the object remains on its current frame
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* and the internal animation timer is reset to zero.
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*
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* @return {@code true} if animation is enabled, {@code false} otherwise
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*/
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boolean isAnimationEnabled();
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/**
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* Enables or disables animation for this object.
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*
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* <p>When animation is disabled:
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* <ul>
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* <li>The object stops cycling through frames</li>
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* <li>The current frame remains displayed</li>
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* <li>The internal animation timer is reset to zero</li>
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* </ul>
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*
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* <p>When animation is enabled, the object resumes cycling through frames
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* at the configured animation speed.
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*
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* @param enabled {@code true} to enable animation, {@code false} to disable
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*/
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void setAnimationEnabled(boolean enabled);
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void enableAnimation();
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/**
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* Enables animation for this object.
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*
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* <p>This is a convenience method equivalent to calling
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* {@code setAnimationEnabled(true)}.
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*
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* @see #setAnimationEnabled(boolean)
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*/
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default void enableAnimation() {
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setAnimationEnabled(true);
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}
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void disableAnimation();
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/**
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* Disables animation for this object.
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*
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* <p>This is a convenience method equivalent to calling
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* {@code setAnimationEnabled(false)}. The object will remain on its
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* current frame and the animation timer will be reset.
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*
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* @see #setAnimationEnabled(boolean)
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*/
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default void disableAnimation() {
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setAnimationEnabled(false);
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}
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void toggleAnimationEnabled();
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/**
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* Toggles the animation enabled state.
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*
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* <p>If animation is currently enabled, it will be disabled.
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* If animation is currently disabled, it will be enabled.
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*
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* @see #isAnimationEnabled()
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* @see #setAnimationEnabled(boolean)
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*/
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default void toggleAnimationEnabled() {
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setAnimationEnabled(!isAnimationEnabled());
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}
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/**
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* Returns the current animation speed.
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*
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* <p>Animation speed determines how quickly the object cycles through its frames.
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* Higher values result in faster animation, while lower values create slower animation.
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*
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* <p>The speed is typically measured in relation to the game engine's target
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* update rate, where a speed of 1.0 represents normal timing.
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* If 60PFS (target update rate) is maintained, it should be measured in frames per second.
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*
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* @return the current animation speed as a positive float value
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*/
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float getAnimationSpeed();
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/**
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* Sets the animation speed for this object.
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*
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* <p>Animation speed controls how quickly frames are cycled during animation.
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* The speed value is typically:
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* <ul>
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* <li>1.0 for normal speed animation</li>
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* <li>Greater than 1.0 for faster animation</li>
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* <li>Between 0.0 and 1.0 for slower animation</li>
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* <li>Values are automatically clamped to prevent invalid speeds</li>
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* </ul>
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*
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* <p>The actual frame timing is calculated based on the game engine's target
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* update rate and the specified speed multiplier.
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* If 60PFS (target update rate) is maintained, it should be measured in frames per second.
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*
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* @param speed the new animation speed as a positive float value
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* @throws IllegalArgumentException if speed is negative or zero
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*/
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void setAnimationSpeed(float speed);
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/**
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* Manually sets the current animation frame.
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*
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* <p>This method allows direct control over which frame is currently displayed,
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* bypassing the automatic animation timing. The frame index is automatically
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* wrapped if it exceeds the available frame count.
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*
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*
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* <p>Frame indices are zero-based, and values that exceed the available frame
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* count are automatically wrapped using modulo operation.
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*
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* @param frame the zero-based index of the frame to display
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*/
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void setAnimationFrame(int frame);
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}
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@@ -8,15 +8,103 @@ import com.bartlomiejpluta.base.api.move.Movement;
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import java.util.concurrent.CompletableFuture;
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/**
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* Represents a game world object that can face four cardinal directions and uses
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* a special texture format called a character set (charset).
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*
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* <p>A character set is a sprite sheet organized in a 4-row, multi-column format where:
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* <ul>
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* <li>Row 1: Graphics for facing DOWN</li>
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* <li>Row 2: Graphics for facing LEFT</li>
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* <li>Row 3: Graphics for facing RIGHT</li>
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* <li>Row 4: Graphics for facing UP</li>
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* </ul>
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*
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* <p>Each column represents a different animation frame or object variant. For animated
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* characters, columns contain sequential animation frames. For static objects (like boxes),
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* each column may represent different object types or states (e.g., normal box, colored box,
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* damaged box).
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*
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* <p>This interface combines movement capabilities ({@link Movable}), animation features
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* ({@link Animated}), and entity properties ({@link Entity}) to create a complete
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* character system for 2D games.
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*/
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public interface Character extends Movable, Animated, Entity {
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/**
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* Initiates movement in the specified direction.
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*
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* <p>This method handles the character's movement mechanics and automatically
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* updates the facing direction to match the movement direction.
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*
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* @param direction the direction to move towards
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* @return a {@link Movement} object representing the movement operation
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* @throws IllegalArgumentException if direction is null
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*/
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Movement move(Direction direction);
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/**
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* Returns the current facing direction of the character.
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*
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* <p>The facing direction determines which row of the character set
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* is used for rendering and animation.
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*
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* @return the current facing direction
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*/
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Direction getFaceDirection();
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/**
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* Sets the default sprite column to use from the character set.
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*
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* <p>This method is particularly useful for character sets that contain
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* multiple object variants in different columns. For example, if a character
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* set contains different box types in each column, this method selects
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* which box type to display.
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*
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* <p>The column index is zero-based and must be within the bounds of the
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* current character set.
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*
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* @param column the zero-based column index to use as default
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* @throws IndexOutOfBoundsException if the column index is invalid
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*/
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void setDefaultSpriteColumn(int column);
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/**
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* Changes the character's facing direction without initiating movement.
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*
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* <p>This method updates which row of the character set is used for rendering.
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* It can be used to create custom animations by cycling through different
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* facing directions, or to orient the character without moving.
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*
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* @param direction the new facing direction
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* @throws IllegalArgumentException if direction is null
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*/
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void setFaceDirection(Direction direction);
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/**
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* Changes the character set (sprite sheet) used by this character.
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*
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* <p>This allows dynamic switching between different visual representations
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* of the character, such as different costumes, character states, or
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* completely different character types.
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*
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* @param characterSetUid the unique identifier of the new character set
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* @throws IllegalArgumentException if characterSetUid is null or empty
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*/
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void changeCharacterSet(String characterSetUid);
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/**
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* Performs an instant animation using all frames from the current facing direction.
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*
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* <p>This method executes an animation sequence by cycling through all columns
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* of the row corresponding to the character's current facing direction. For example,
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* if the character is facing UP, the animation will use all frames from the fourth
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* row of the character set.
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*
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* <p>The animation runs asynchronously and the returned {@link CompletableFuture}
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* completes when the animation finishes.
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*
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* @return a {@link CompletableFuture} that completes when the animation finishes
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*/
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CompletableFuture<Void> performInstantAnimation();
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}
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@@ -293,6 +293,11 @@ public abstract class CharacterDelegate implements Character {
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character.setZIndex(zIndex);
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}
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@Override
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public void setDefaultSpriteColumn(int column) {
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character.setDefaultSpriteColumn(column);
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}
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@Override
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public <E extends Event> void handleEvent(E event) {
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character.handleEvent(event);
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@@ -42,7 +42,8 @@ public abstract class MapObject extends CharacterDelegate {
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this.frame = frame;
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setBlocking(true);
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disableAnimation();
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setAnimationFrame(frame);
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setDefaultSpriteColumn(frame);
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setFaceDirection(DOWN);
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pathExecutor.setRepeat(1);
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initPath();
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@@ -6,7 +6,6 @@ import com.bartlomiejpluta.base.engine.core.gl.object.material.Material;
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import com.bartlomiejpluta.base.engine.world.object.Sprite;
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import com.bartlomiejpluta.base.util.math.MathUtil;
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import lombok.EqualsAndHashCode;
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import org.joml.Vector2fc;
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@EqualsAndHashCode(callSuper = true)
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public abstract class AnimatedSprite extends Sprite implements Animated {
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@@ -22,9 +21,51 @@ public abstract class AnimatedSprite extends Sprite implements Animated {
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protected abstract boolean shouldAnimate();
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protected abstract Vector2fc[] getSpriteAnimationFramesPositions();
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/**
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* Allows subclasses to restrict animation to a specific subset of frames.
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*
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* <p>By default, this method returns {@code null}, which means all frames in the texture
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* are available for animation. In this case, the frame IDs used by {@link #setAnimationFrame(int)}
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* correspond directly to the global frame indices in the texture, as shown below:
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*
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* <pre>
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* +----+----+----+----+
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* | 00 | 01 | 02 | 03 |
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* +----+----+----+----+
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* | 04 | 05 | 06 | 07 |
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* +----+----+----+----+
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* | 08 | 09 | 10 | 11 |
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* +----+----+----+----+
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* | 12 | 13 | 14 | 15 |
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* +----+----+----+----+
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* </pre>
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*
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* <p>However, if this method returns a specific array of frame indices (e.g., {@code {8, 9, 10, 11, 13, 15}}),
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* only those frames will be used for animation. The frame IDs are then remapped, where index 0
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* corresponds to the first frame in the subset, index 1 to the second, and so on:
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*
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* <pre>
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* +----+----+----+----+
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* | | | | |
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* +----+----+----+----+
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* | | | | |
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* +----+----+----+----+
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* | 00 | 01 | 02 | 03 |
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* +----+----+----+----+
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* | | 04 | | 05 |
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* +----+----+----+----+
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* </pre>
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*
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* <p><strong>Important:</strong> When this method returns {@code null}, calling
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* {@link #setAnimationFrame(int)} has the same effect as calling {@code setFrame(int)}
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* directly, since the frame IDs map directly to the global texture frame indices.
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* When a subset is defined, {@link #setAnimationFrame(int)} uses local indices
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* within that subset.
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*
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* @return an array of global frame IDs to use for animation, or {@code null} to use all frames
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*/
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protected int[] getAvailableFrames() {
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protected int[] getAvailableFramesSubset() {
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return null;
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}
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@@ -40,7 +81,7 @@ public abstract class AnimatedSprite extends Sprite implements Animated {
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@Override
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public void setAnimationFrame(int frame) {
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var availableFrames = getAvailableFrames();
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var availableFrames = getAvailableFramesSubset();
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if (availableFrames == null) {
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setFrame(frame % getTextureCoordinates().length);
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@@ -55,11 +96,9 @@ public abstract class AnimatedSprite extends Sprite implements Animated {
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if (shouldAnimate()) {
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time += dt * 1000;
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setAnimationFrame(time / intervalInMilliseconds * intervalInMilliseconds);
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// var maxFrames = getTextureCoordinates().length;
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// currentAnimationFrame = ((time % (maxFrames * intervalInMilliseconds)) / intervalInMilliseconds);
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// setSprite(currentAnimationFrame);
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} else {
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time = 0;
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return;
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}
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time = 0;
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}
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}
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@@ -6,7 +6,6 @@ import com.bartlomiejpluta.base.api.map.layer.object.ObjectLayer;
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import com.bartlomiejpluta.base.api.move.AnimationMovement;
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import com.bartlomiejpluta.base.api.move.Direction;
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import com.bartlomiejpluta.base.api.move.Movement;
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import com.bartlomiejpluta.base.engine.core.gl.object.material.Material;
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import com.bartlomiejpluta.base.engine.core.gl.object.texture.Texture;
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import com.bartlomiejpluta.base.engine.world.movement.MovableSprite;
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import com.bartlomiejpluta.base.util.path.Path;
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@@ -90,11 +89,6 @@ public class DefaultAnimation extends MovableSprite implements Animation {
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return enabled;
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}
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@Override
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protected Vector2fc[] getSpriteAnimationFramesPositions() {
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return frames;
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}
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@Override
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protected void setDefaultAnimationFrame() {
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// do nothing
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@@ -1,9 +1,8 @@
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package com.bartlomiejpluta.base.engine.world.character.manager;
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import com.bartlomiejpluta.base.engine.common.manager.AssetManager;
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import com.bartlomiejpluta.base.engine.core.gl.object.material.Material;
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import com.bartlomiejpluta.base.engine.core.gl.object.texture.Texture;
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import com.bartlomiejpluta.base.engine.world.character.asset.CharacterSetAsset;
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import com.bartlomiejpluta.base.engine.world.character.model.CharacterSet;
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public interface CharacterSetManager extends AssetManager<CharacterSetAsset, Texture> {
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public interface CharacterSetManager extends AssetManager<CharacterSetAsset, CharacterSet> {
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}
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@@ -1,44 +1,21 @@
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package com.bartlomiejpluta.base.engine.world.character.manager;
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import com.bartlomiejpluta.base.api.character.Character;
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import com.bartlomiejpluta.base.api.move.Direction;
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import com.bartlomiejpluta.base.engine.util.mesh.MeshManager;
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import com.bartlomiejpluta.base.engine.world.character.config.CharacterSpriteConfiguration;
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import com.bartlomiejpluta.base.engine.world.character.model.DefaultCharacter;
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import lombok.RequiredArgsConstructor;
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import lombok.extern.slf4j.Slf4j;
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import org.joml.Vector2f;
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import org.joml.Vector2fc;
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import org.springframework.beans.factory.annotation.Autowired;
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import org.springframework.stereotype.Component;
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import java.util.Map;
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import java.util.Map.Entry;
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import static java.util.stream.Collectors.toUnmodifiableMap;
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@Slf4j
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@Component
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@RequiredArgsConstructor(onConstructor_ = @__(@Autowired))
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public class DefaultCharacterManager implements CharacterManager {
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private final MeshManager meshManager;
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private final CharacterSetManager characterSetManager;
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private final int defaultSpriteColumn;
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private final Map<Direction, Integer> spriteDirectionRows;
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private final Map<Direction, Vector2fc> spriteDefaultRows;
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@Autowired
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public DefaultCharacterManager(MeshManager meshManager, CharacterSetManager characterSetManager, CharacterSpriteConfiguration configuration) {
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this.meshManager = meshManager;
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this.characterSetManager = characterSetManager;
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this.spriteDirectionRows = configuration.getSpriteDirectionRows();
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defaultSpriteColumn = configuration.getDefaultSpriteColumn();
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this.spriteDefaultRows = spriteDirectionRows
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.entrySet()
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.stream()
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.collect(toUnmodifiableMap(Entry::getKey, entry -> new Vector2f(defaultSpriteColumn, entry.getValue())));
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}
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private final CharacterSpriteConfiguration configuration;
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@Override
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public void init() {
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@@ -47,7 +24,7 @@ public class DefaultCharacterManager implements CharacterManager {
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@Override
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public Character createCharacter(String characterSetUid) {
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return new DefaultCharacter(characterSetManager, defaultSpriteColumn, spriteDirectionRows, spriteDefaultRows, characterSetUid);
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return new DefaultCharacter(characterSetManager, characterSetUid, configuration.getDefaultSpriteColumn());
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}
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@Override
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@@ -1,11 +1,11 @@
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package com.bartlomiejpluta.base.engine.world.character.manager;
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import com.bartlomiejpluta.base.engine.core.gl.object.material.Material;
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import com.bartlomiejpluta.base.engine.core.gl.object.texture.Texture;
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import com.bartlomiejpluta.base.engine.core.gl.object.texture.TextureManager;
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import com.bartlomiejpluta.base.engine.error.AppException;
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import com.bartlomiejpluta.base.engine.project.config.ProjectConfiguration;
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import com.bartlomiejpluta.base.engine.world.character.asset.CharacterSetAsset;
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import com.bartlomiejpluta.base.engine.world.character.config.CharacterSpriteConfiguration;
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import com.bartlomiejpluta.base.engine.world.character.model.CharacterSet;
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import lombok.RequiredArgsConstructor;
|
||||
import lombok.extern.slf4j.Slf4j;
|
||||
import org.springframework.beans.factory.annotation.Autowired;
|
||||
@@ -20,6 +20,8 @@ import java.util.Map;
|
||||
public class DefaultCharacterSetManager implements CharacterSetManager {
|
||||
private final TextureManager textureManager;
|
||||
private final Map<String, CharacterSetAsset> assets = new HashMap<>();
|
||||
private final Map<String, CharacterSet> charSets = new HashMap<>();
|
||||
private final CharacterSpriteConfiguration charsetConfiguration;
|
||||
private final ProjectConfiguration configuration;
|
||||
|
||||
@Override
|
||||
@@ -34,15 +36,24 @@ public class DefaultCharacterSetManager implements CharacterSetManager {
|
||||
}
|
||||
|
||||
@Override
|
||||
public Texture loadObject(String uid) {
|
||||
var asset = assets.get(uid);
|
||||
public CharacterSet loadObject(String uid) {
|
||||
var charSet = charSets.get(uid);
|
||||
|
||||
if (asset == null) {
|
||||
throw new AppException("The character set asset with UID: [%s] does not exist", uid);
|
||||
if (charSet == null) {
|
||||
var asset = assets.get(uid);
|
||||
|
||||
if (asset == null) {
|
||||
throw new AppException("The character set asset with UID: [%s] does not exist", uid);
|
||||
}
|
||||
|
||||
var source = configuration.projectFile("charsets", asset.getSource());
|
||||
|
||||
var texture = textureManager.loadTexture(source, asset.getRows(), asset.getColumns());
|
||||
charSet = CharacterSet.from(texture, charsetConfiguration.getSpriteDirectionRows());
|
||||
log.info("Loading character set from assets to cache under the key: [{}]", uid);
|
||||
charSets.put(uid, charSet);
|
||||
}
|
||||
|
||||
var source = configuration.projectFile("charsets", asset.getSource());
|
||||
|
||||
return textureManager.loadTexture(source, asset.getRows(), asset.getColumns());
|
||||
return charSet;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
package com.bartlomiejpluta.base.engine.world.character.model;
|
||||
|
||||
import com.bartlomiejpluta.base.api.move.Direction;
|
||||
import com.bartlomiejpluta.base.engine.core.gl.object.texture.Texture;
|
||||
import lombok.Getter;
|
||||
import lombok.NonNull;
|
||||
|
||||
import java.util.Map;
|
||||
import java.util.function.Function;
|
||||
|
||||
import static com.bartlomiejpluta.base.api.move.Direction.values;
|
||||
import static java.util.Arrays.stream;
|
||||
import static java.util.function.Function.identity;
|
||||
import static java.util.stream.Collectors.toUnmodifiableMap;
|
||||
import static java.util.stream.IntStream.range;
|
||||
|
||||
@Getter
|
||||
public class CharacterSet {
|
||||
private final Texture texture;
|
||||
private final Map<Direction, int[]> frames;
|
||||
|
||||
private CharacterSet(@NonNull Texture texture, @NonNull Map<Direction, Integer> charsetRowsByDirections) {
|
||||
this.texture = texture;
|
||||
this.frames = stream(values())
|
||||
.collect(toUnmodifiableMap(identity(), calculateFrames(charsetRowsByDirections)));
|
||||
}
|
||||
|
||||
private Function<Direction, int[]> calculateFrames(Map<Direction, Integer> charsetRowsByDirections) {
|
||||
return d -> framesForRow(charsetRowsByDirections.get(d));
|
||||
}
|
||||
|
||||
private int[] framesForRow(int row) {
|
||||
var cols = texture.getColumns();
|
||||
return range(row * cols, (row + 1) * cols).toArray();
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new CharacterSet instance from the specified texture and direction-to-row mapping.
|
||||
*
|
||||
* <p>This factory method constructs a CharacterSet by associating each facing direction
|
||||
* with its corresponding row in the character set texture. The method automatically
|
||||
* calculates frame indices for each direction based on the texture dimensions and
|
||||
* row mappings.
|
||||
*
|
||||
* <p>The character set texture should be organized as a grid where:
|
||||
* <ul>
|
||||
* <li>Each row represents graphics for a specific facing direction</li>
|
||||
* <li>Each column represents either an animation frame or object variant</li>
|
||||
* <li>Row indices are zero-based (0 = first row, 1 = second row, etc.)</li>
|
||||
* </ul>
|
||||
*
|
||||
* <p>Example mapping:
|
||||
* <pre>{@code
|
||||
* Map<Direction, Integer> mapping = Map.of(
|
||||
* Direction.DOWN, 0, // First row (index 0) for DOWN direction
|
||||
* Direction.LEFT, 1, // Second row (index 1) for LEFT direction
|
||||
* Direction.RIGHT, 2, // Third row (index 2) for RIGHT direction
|
||||
* Direction.UP, 3 // Fourth row (index 3) for UP direction
|
||||
* );
|
||||
* CharacterSet charset = CharacterSet.from(texture, mapping);
|
||||
* }</pre>
|
||||
*
|
||||
* @param texture the character set texture containing sprite graphics organized in rows and columns
|
||||
* @param charsetRowsByDirections a mapping that defines which texture row corresponds to each facing direction,
|
||||
* where the key is the direction and the value is the zero-based row index
|
||||
* @return a new CharacterSet instance configured with the specified texture and direction mappings
|
||||
* @throws NullPointerException if either texture or charsetRowsByDirections is null
|
||||
* @throws IllegalArgumentException if the charsetRowsByDirections map is empty or contains invalid row indices
|
||||
* @throws IndexOutOfBoundsException if any row index in the mapping exceeds the texture's row count
|
||||
*/
|
||||
public static CharacterSet from(Texture texture, Map<Direction, Integer> charsetRowsByDirections) {
|
||||
return new CharacterSet(texture, charsetRowsByDirections);
|
||||
}
|
||||
}
|
||||
@@ -7,8 +7,6 @@ import com.bartlomiejpluta.base.api.map.layer.object.ObjectLayer;
|
||||
import com.bartlomiejpluta.base.api.move.CharacterMovement;
|
||||
import com.bartlomiejpluta.base.api.move.Direction;
|
||||
import com.bartlomiejpluta.base.api.move.Movement;
|
||||
import com.bartlomiejpluta.base.engine.core.gl.object.material.Material;
|
||||
import com.bartlomiejpluta.base.engine.core.gl.object.texture.Texture;
|
||||
import com.bartlomiejpluta.base.engine.error.AppException;
|
||||
import com.bartlomiejpluta.base.engine.world.character.manager.CharacterSetManager;
|
||||
import com.bartlomiejpluta.base.engine.world.movement.MovableSprite;
|
||||
@@ -21,7 +19,6 @@ import org.joml.Vector2f;
|
||||
import org.joml.Vector2fc;
|
||||
|
||||
import java.util.LinkedList;
|
||||
import java.util.Map;
|
||||
import java.util.Queue;
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
import java.util.function.Consumer;
|
||||
@@ -30,24 +27,15 @@ import static java.util.Objects.requireNonNull;
|
||||
|
||||
@EqualsAndHashCode(callSuper = true)
|
||||
public class DefaultCharacter extends MovableSprite implements Character {
|
||||
private static final Map<Direction, int[]> CHARSET_FRAMES = Map.of(
|
||||
Direction.DOWN, new int[]{0, 1, 2, 3},
|
||||
Direction.LEFT, new int[]{4, 5, 6, 7},
|
||||
Direction.RIGHT, new int[]{8, 9, 10, 11},
|
||||
Direction.UP, new int[]{12, 13, 14, 15}
|
||||
);
|
||||
|
||||
private static final int DEFAULT_CHARSET_FRAME_COLUMN = 0;
|
||||
|
||||
private final int defaultSpriteColumn;
|
||||
private final CharacterSetManager characterSetManager;
|
||||
private final Map<Direction, Integer> spriteDirectionRows;
|
||||
private final Map<Direction, Vector2fc> spriteDefaultRows;
|
||||
private final Vector2f characterScale = new Vector2f(1, 1);
|
||||
private Texture texture;
|
||||
private Vector2fc characterSetSize;
|
||||
|
||||
private final EventHandler eventHandler = new EventHandler();
|
||||
private final Queue<CharacterInstantAnimation> instantAnimations = new LinkedList<>();
|
||||
|
||||
@Setter
|
||||
private int defaultSpriteColumn;
|
||||
private CharacterSet characterSet;
|
||||
private Vector2fc characterSetSize;
|
||||
|
||||
@Getter
|
||||
@Setter
|
||||
@@ -65,22 +53,19 @@ public class DefaultCharacter extends MovableSprite implements Character {
|
||||
|
||||
private boolean animationEnabled = true;
|
||||
|
||||
private final Queue<CharacterInstantAnimation> instantAnimations = new LinkedList<>();
|
||||
|
||||
public DefaultCharacter(CharacterSetManager characterSetManager, int defaultSpriteColumn, @NonNull Map<Direction, Integer> spriteDirectionRows, Map<Direction, Vector2fc> spriteDefaultRows, @NonNull String characterSetUid) {
|
||||
this(characterSetManager.loadObject(characterSetUid), characterSetManager, defaultSpriteColumn, spriteDirectionRows, spriteDefaultRows);
|
||||
public DefaultCharacter(CharacterSetManager characterSetManager, @NonNull String characterSetUid, int defaultSpriteColumn) {
|
||||
this(characterSetManager.loadObject(characterSetUid), characterSetManager, defaultSpriteColumn);
|
||||
}
|
||||
|
||||
private DefaultCharacter(@NonNull Texture texture, @NonNull CharacterSetManager characterSetManager, int defaultSpriteColumn, @NonNull Map<Direction, Integer> spriteDirectionRows, @NonNull Map<Direction, Vector2fc> spriteDefaultRows) {
|
||||
super(texture);
|
||||
private DefaultCharacter(@NonNull CharacterSet characterSet, @NonNull CharacterSetManager characterSetManager, int defaultSpriteColumn) {
|
||||
super(characterSet.getTexture());
|
||||
|
||||
this.defaultSpriteColumn = defaultSpriteColumn;
|
||||
this.characterSetManager = characterSetManager;
|
||||
this.spriteDirectionRows = spriteDirectionRows;
|
||||
this.faceDirection = Direction.DOWN;
|
||||
this.spriteDefaultRows = spriteDefaultRows;
|
||||
this.characterSet = characterSet;
|
||||
this.characterSetSize = characterSet.getTexture().getSpriteSize();
|
||||
|
||||
this.texture = texture;
|
||||
this.characterSetSize = texture.getSpriteSize();
|
||||
super.setScale(characterSetSize.x() * characterScale.x, characterSetSize.y() * characterScale.y);
|
||||
|
||||
setDefaultAnimationFrame();
|
||||
@@ -117,35 +102,21 @@ public class DefaultCharacter extends MovableSprite implements Character {
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Vector2fc[] getSpriteAnimationFramesPositions() {
|
||||
var row = spriteDirectionRows.get(faceDirection);
|
||||
var frames = getMaterial().getColumns();
|
||||
var array = new Vector2f[frames];
|
||||
|
||||
for (int column = 0; column < frames; ++column) {
|
||||
array[column] = new Vector2f(column, row);
|
||||
}
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int[] getAvailableFrames() {
|
||||
return CHARSET_FRAMES.get(faceDirection);
|
||||
protected int[] getAvailableFramesSubset() {
|
||||
return characterSet.getFrames().get(faceDirection);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void setDefaultAnimationFrame() {
|
||||
// getMaterial().setSpritePosition(spriteDefaultRows.get(faceDirection));
|
||||
setAnimationFrame(CHARSET_FRAMES.get(faceDirection)[DEFAULT_CHARSET_FRAME_COLUMN]);
|
||||
setAnimationFrame(characterSet.getFrames().get(faceDirection)[defaultSpriteColumn]);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void changeCharacterSet(String characterSetUid) {
|
||||
this.texture = characterSetManager.loadObject(characterSetUid);
|
||||
this.characterSetSize = texture.getSpriteSize();
|
||||
this.characterSet = characterSetManager.loadObject(characterSetUid);
|
||||
this.characterSetSize = characterSet.getTexture().getSpriteSize();
|
||||
super.setScale(characterSetSize.x() * characterScale.x, characterSetSize.y() * characterScale.y);
|
||||
setMaterial(texture);
|
||||
setMaterial(characterSet.getTexture());
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
Reference in New Issue
Block a user