on-the-fly sprite assembly WIP

This commit is contained in:
minjaesong
2019-01-19 04:34:50 +09:00
parent 2c59d60a15
commit 5bf8b6cad7
18 changed files with 341 additions and 62 deletions

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@@ -0,0 +1,35 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
CONFIG=SIZE 48,56;ORIGINX 29
# note to self: don't implement skeleton hierarchy: there's too many exceptions
# besides, you have "ALL" key.
! a skeleton also defines what body parts (images) be used.
! you can also write multiline text using reverse solidus; this is a feature of .properties
! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
! are painted first, and any object that comes before it will paint over it. In other words, this list is
! first reversed then being iterated.
! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\
HAIR 0,32;HEAD 0,32;\
UPPER_TORSO 0,23;LOWER_TORSO 0,15;\
FOOT_RIGHT -2,2;LEG_REST_RIGHT -2,7;\
FOOT_LEFT 2,2;LEG_REST_LEFT 2,7;\
ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_REST_RIGHT 1,1;FOOT_RIGHT 1,1;LEG_REST_LEFT -1,0;FOOT_LEFT -1,0
ANIM_RUN_2=ALL 0,1;LEG_REST_RIGHT 0,-1;FOOT_RIGHT 0,-1;LEG_REST_LEFT 0,1;FOOT_LEFT 0,1
ANIM_RUN_3=LEG_REST_RIGHT -1,0;FOOT_RIGHT -1,0;LEG_REST_LEFT 1,1;FOOT_LEFT 1,1
ANIM_RUN_4=ALL 0,1;LEG_REST_RIGHT 0,1;FOOT_RIGHT 0,1;LEG_REST_LEFT 0,-1;FOOT_LEFT 0,-1
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation
ANIM_IDLE_2=UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAND_REST_LEFT 0,-1;HAND_REST_RIGHT 0,-1;HAIR_FORE 0,-1;HEADGEAR 0,-1

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@@ -0,0 +1,59 @@
package net.torvald.spriteanimation
import com.badlogic.gdx.files.FileHandle
import com.badlogic.gdx.graphics.Texture
import net.torvald.spriteassembler.ADProperties
import net.torvald.spriteassembler.AssembleSheetPixmap
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
* Created by minjaesong on 2019-01-18.
*/
interface HasAssembledSprite {
var animDesc: FileHandle
// FIXME sometimes the animmation is invisible (row and nFrames mismatch -- row is changed to 1 but it's drawing 3rd frame?)
fun reassembleSprite(sprite: SpriteAnimation) {
_rebuild(ADProperties(animDesc.read()), sprite)
}
/*fun rebuild(animDesc: String, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(StringReader(animDesc)), spriteAnimation)
}
fun rebuild(animDesc: FileHandle, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(animDesc.read()), spriteAnimation)
}
fun rebuild(javaProp: Properties, spriteAnimation: SpriteAnimation) {
_rebuild(ADProperties(javaProp), spriteAnimation)
}*/
private fun _rebuild(ad: ADProperties, sprite: SpriteAnimation) {
// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
val pixmap = AssembleSheetPixmap(ad)
val texture = Texture(pixmap)
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
pixmap.dispose()
val regionPack = TextureRegionPack(texture, ad.frameWidth, ad.frameHeight)
val newAnimDelays = FloatArray(ad.animations.size)
val newAnimFrames = IntArray(ad.animations.size)
ad.animations.forEach { t, u ->
val index = u.row - 1
newAnimDelays[index] = u.delay
newAnimFrames[index] = u.frames
}
sprite.setSpriteImage(regionPack)
sprite.delays = newAnimDelays
sprite.nFrames = newAnimFrames
sprite.nRows = newAnimDelays.size
}
}

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@@ -18,10 +18,10 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
var currentFrame = 0 var currentFrame = 0
var currentRow = 0 var currentRow = 0
var nFrames: Int = 1 var nFrames: IntArray = intArrayOf(1)
private set internal set
var nRows: Int = 1 var nRows: Int = 1
private set internal set
private val currentDelay: Second private val currentDelay: Second
get() = delays[currentRow] get() = delays[currentRow]
@@ -71,7 +71,15 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
*/ */
fun setRowsAndFrames(nRows: Int, nFrames: Int) { fun setRowsAndFrames(nRows: Int, nFrames: Int) {
this.nRows = nRows this.nRows = nRows
this.nFrames = nFrames this.nFrames = IntArray(nRows) { nFrames }
}
fun setFramesOf(row: Int, frameCount: Int) {
nFrames[row] = frameCount
}
fun setFramesCount(framesCount: IntArray) {
nFrames = framesCount
} }
fun update(delta: Float) { fun update(delta: Float) {
@@ -85,9 +93,9 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
while (this.delta >= currentDelay) { while (this.delta >= currentDelay) {
// advance frame // advance frame
if (looping) { // looping, wrap around if (looping) { // looping, wrap around
currentFrame = (currentFrame + 1) % nFrames currentFrame = (currentFrame + 1) % nFrames[currentRow]
} }
else if (currentFrame < nFrames - 1) { // not looping and haven't reached the end else if (currentFrame < nFrames[currentRow] - 1) { // not looping and haven't reached the end
currentFrame += 1 currentFrame += 1
} }
@@ -110,7 +118,7 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
* * * *
* @param scale * @param scale
*/ */
@JvmOverloads fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float = 1f) { fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float = 1f) {
if (cellWidth == 0 || cellHeight == 0) { if (cellWidth == 0 || cellHeight == 0) {
throw Error("Sprite width or height is set to zero! ($cellWidth, $cellHeight); master: $parentActor") throw Error("Sprite width or height is set to zero! ($cellWidth, $cellHeight); master: $parentActor")
} }
@@ -158,7 +166,7 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
currentRow = newRow % nRows currentRow = newRow % nRows
//if beyond the frame index then reset //if beyond the frame index then reset
if (currentFrame > nFrames) { if (currentFrame > nFrames[currentRow]) {
reset() reset()
} }
} }

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@@ -15,6 +15,13 @@ data class Skeleton(val name: String, val joints: List<Joint>) {
override fun toString() = "$name=$joints" override fun toString() = "$name=$joints"
} }
/**
* @param name You know it
* @param delay Delay between each frame in seconds
* @param row STARTS AT ONE! Row in the final spritesheet, also act as the animation index.
* @param frames number of frames this animation has
* @param skeleton list of joints to be transformed
*/
data class Animation(val name: String, val delay: Float, val row: Int, val frames: Int, val skeleton: Skeleton) { data class Animation(val name: String, val delay: Float, val row: Int, val frames: Int, val skeleton: Skeleton) {
override fun toString() = "$name delay: $delay, row: $row, frames: $frames, skeleton: ${skeleton.name}" override fun toString() = "$name delay: $delay, row: $row, frames: $frames, skeleton: ${skeleton.name}"
} }
@@ -45,6 +52,12 @@ class ADProperties {
lateinit var baseFilename: String; private set lateinit var baseFilename: String; private set
lateinit var extension: String; private set lateinit var extension: String; private set
var frameWidth: Int = -1; private set
var frameHeight: Int = -1; private set
var originX: Int = -1; private set
var originY: Int = -1; private set
val origin: ADPropertyObject.Vector2i
get() = ADPropertyObject.Vector2i(originX, originY)
private val animFrameSuffixRegex = Regex("""_[0-9]+""") private val animFrameSuffixRegex = Regex("""_[0-9]+""")
@@ -67,6 +80,10 @@ class ADProperties {
continueLoad() continueLoad()
} }
constructor(javaProp: Properties) {
this.javaProp.putAll(javaProp.toMap())
}
private fun continueLoad() { private fun continueLoad() {
javaProp.keys.forEach { propName -> javaProp.keys.forEach { propName ->
val propsStr = javaProp.getProperty(propName as String) val propsStr = javaProp.getProperty(propName as String)
@@ -76,8 +93,13 @@ class ADProperties {
} }
// set reserved values for the animation: filename, extension // set reserved values for the animation: filename, extension
baseFilename = get("SPRITESHEET")[0].variable baseFilename = get("SPRITESHEET")[0].name
extension = get("EXTENSION")[0].variable extension = get("EXTENSION")[0].name
val frameSizeVec = get("CONFIG").linearSearchBy { it.name == "SIZE" }!!.input as ADPropertyObject.Vector2i
frameWidth = frameSizeVec.x
frameHeight = frameSizeVec.y
originX = (get("CONFIG").linearSearchBy { it.name == "ORIGINX" }!!.input as Float).toInt()
originY = frameHeight - 1
var maxColFinder = -1 var maxColFinder = -1
var maxRowFinder = -1 var maxRowFinder = -1
@@ -110,7 +132,7 @@ class ADProperties {
// and thus, uses whatever the "input" used by the SKELETON is a skeleton // and thus, uses whatever the "input" used by the SKELETON is a skeleton
val propsHashMap = HashMap<String, Any?>() val propsHashMap = HashMap<String, Any?>()
list.forEach { list.forEach {
propsHashMap[it.variable.toUpperCase()] = it.input propsHashMap[it.name.toUpperCase()] = it.input
} }
// if it is indeed anim, populate animations list // if it is indeed anim, populate animations list
@@ -144,11 +166,11 @@ class ADProperties {
val frameName = "${t}_$fc" val frameName = "${t}_$fc"
val prop = get(frameName) val prop = get(frameName)
var emptyList = prop.size == 1 && prop[0].variable.isEmpty() var emptyList = prop.size == 1 && prop[0].name.isEmpty()
val transformList = if (!emptyList) { val transformList = if (!emptyList) {
List(prop.size) { index -> List(prop.size) { index ->
val jointNameToSearch = prop[index].variable.toUpperCase() val jointNameToSearch = prop[index].name.toUpperCase()
val joint = if (jointNameToSearch == "ALL") val joint = if (jointNameToSearch == "ALL")
ALL_JOINT ALL_JOINT
else else
@@ -196,7 +218,7 @@ class ADProperties {
private fun getAnimNameFromFrame(s: String) = s.substring(0 until s.lastIndexOf('_')) private fun getAnimNameFromFrame(s: String) = s.substring(0 until s.lastIndexOf('_'))
private fun List<ADPropertyObject>.toJoints() = List(this.size) { private fun List<ADPropertyObject>.toJoints() = List(this.size) {
Joint(this[it].variable.toUpperCase(), this[it].input!! as ADPropertyObject.Vector2i) Joint(this[it].name.toUpperCase(), this[it].input!! as ADPropertyObject.Vector2i)
} }
} }
@@ -211,7 +233,7 @@ class ADProperties {
class ADPropertyObject(propertyRaw: String) { class ADPropertyObject(propertyRaw: String) {
/** If the input is like ```UPPER_TORSO``` (that is, not a variable-input pair), this holds the string UPPER_TORSO. */ /** If the input is like ```UPPER_TORSO``` (that is, not a variable-input pair), this holds the string UPPER_TORSO. */
val variable: String val name: String
val input: Any? val input: Any?
get() = when (type) { get() = when (type) {
ADPropertyType.IVEC2 -> field!! as Vector2i ADPropertyType.IVEC2 -> field!! as Vector2i
@@ -226,7 +248,7 @@ class ADPropertyObject(propertyRaw: String) {
val propPair = propertyRaw.split(variableInputSepRegex) val propPair = propertyRaw.split(variableInputSepRegex)
if (isADvariable(propertyRaw)) { if (isADvariable(propertyRaw)) {
variable = propPair[0] name = propPair[0]
val inputStr = propPair[1] val inputStr = propPair[1]
if (isADivec2(inputStr)) { if (isADivec2(inputStr)) {
@@ -243,7 +265,7 @@ class ADPropertyObject(propertyRaw: String) {
} }
} }
else { else {
variable = propertyRaw name = propertyRaw
input = null input = null
type = ADPropertyType.NAME_ONLY type = ADPropertyType.NAME_ONLY
} }
@@ -287,6 +309,6 @@ class ADPropertyObject(propertyRaw: String) {
} }
override fun toString(): String { override fun toString(): String {
return "$variable ${input ?: ""}: ${type.toString().toLowerCase()}" return "$name ${input ?: ""}: ${type.toString().toLowerCase()}"
} }
} }

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@@ -86,6 +86,7 @@ These values must exist so that the file can be parsed successfully.
|---|---|---| |---|---|---|
|SPRITESHEET|properties: NAME_ONLY|Base file name of the images| |SPRITESHEET|properties: NAME_ONLY|Base file name of the images|
|EXTENSION|properties: NAME_ONLY|Extension of the base file| |EXTENSION|properties: NAME_ONLY|Extension of the base file|
|CONFIG|properties: 2 variables|Frame size and origin-x position, 0 being left|
#### Animation #### Animation

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@@ -15,14 +15,14 @@ import java.io.File
*/ */
object AssembleSheetPixmap { object AssembleSheetPixmap {
operator fun invoke(properties: ADProperties, assembleConfig: AssembleConfig = AssembleConfig()): Pixmap { operator fun invoke(properties: ADProperties): Pixmap {
val canvas = Pixmap(properties.cols * assembleConfig.fw, properties.rows * assembleConfig.fh, Pixmap.Format.RGBA8888) val canvas = Pixmap(properties.cols * properties.frameWidth, properties.rows * properties.frameHeight, Pixmap.Format.RGBA8888)
canvas.blending = Pixmap.Blending.SourceOver canvas.blending = Pixmap.Blending.SourceOver
// actually draw // actually draw
properties.transforms.forEach { t, _ -> properties.transforms.forEach { t, _ ->
drawThisFrame(t, canvas, properties, assembleConfig) drawThisFrame(t, canvas, properties)
} }
return canvas return canvas
@@ -30,8 +30,7 @@ object AssembleSheetPixmap {
private fun drawThisFrame(frameName: String, private fun drawThisFrame(frameName: String,
canvas: Pixmap, canvas: Pixmap,
properties: ADProperties, properties: ADProperties
assembleConfig: AssembleConfig
) { ) {
val theAnim = properties.getAnimByFrameName(frameName) val theAnim = properties.getAnimByFrameName(frameName)
val skeleton = theAnim.skeleton.joints.reversed() val skeleton = theAnim.skeleton.joints.reversed()
@@ -56,23 +55,23 @@ object AssembleSheetPixmap {
AppLoader.printdbg(this, "Frame to draw: $frameName (R$animRow C$animFrame)") AppLoader.printdbg(this, "Frame to draw: $frameName (R$animRow C$animFrame)")
drawFrame(animRow, animFrame, canvas, bodyparts, transformList, assembleConfig) drawFrame(animRow, animFrame, canvas, properties, bodyparts, transformList)
bodyparts.forEach { it?.dispose() } bodyparts.forEach { it?.dispose() }
} }
private fun drawFrame(row: Int, column: Int, private fun drawFrame(row: Int, column: Int,
canvas: Pixmap, canvas: Pixmap,
props: ADProperties,
bodyparts: Array<Pixmap?>, bodyparts: Array<Pixmap?>,
transformList: List<Pair<String, ADPropertyObject.Vector2i>>, transformList: List<Pair<String, ADPropertyObject.Vector2i>>
assembleConfig: AssembleConfig
) { ) {
val tmpFrame = Pixmap(assembleConfig.fw, assembleConfig.fh, Pixmap.Format.RGBA8888) val tmpFrame = Pixmap(props.frameWidth, props.frameHeight, Pixmap.Format.RGBA8888)
bodyparts.forEachIndexed { index, image -> bodyparts.forEachIndexed { index, image ->
if (image != null) { if (image != null) {
val imgCentre = AssembleFrameBase.getCentreOf(image) val imgCentre = AssembleFrameBase.getCentreOf(image)
val drawPos = transformList[index].second.invertY() + assembleConfig.origin - imgCentre val drawPos = transformList[index].second.invertY() + props.origin - imgCentre
tmpFrame.drawPixmap(image, drawPos.x, drawPos.y) tmpFrame.drawPixmap(image, drawPos.x, drawPos.y)
} }
@@ -80,8 +79,8 @@ object AssembleSheetPixmap {
canvas.drawPixmap( canvas.drawPixmap(
tmpFrame, tmpFrame,
(column - 1) * assembleConfig.fw, (column - 1) * props.frameWidth,
(row - 1) * assembleConfig.fh (row - 1) * props.frameHeight
) )
tmpFrame.dispose() tmpFrame.dispose()
@@ -90,13 +89,6 @@ object AssembleSheetPixmap {
} }
/**
* @param fw Frame Width
* @param fh Frame Height
* @param origin Int vector of origin point, (0,0) being TOP-LEFT
*/
data class AssembleConfig(val fw: Int = 48, val fh: Int = 56, val origin: ADPropertyObject.Vector2i = ADPropertyObject.Vector2i(29, fh - 1))
object AssembleFrameBase { object AssembleFrameBase {
/** /**
* Returns joints list with tranform applied. * Returns joints list with tranform applied.

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@@ -94,7 +94,7 @@ class SpriteAssemblerApp(val gdxWindow: SpriteAssemblerPreview) : JFrame() {
} }
panelCode.font = Font(Font.MONOSPACED, Font.PLAIN, 11) panelCode.font = Font(Font.MONOSPACED, Font.PLAIN, 12)
panelAnimationsList.model = DefaultListModel() panelAnimationsList.model = DefaultListModel()
panelBodypartsList.model = DefaultListModel() panelBodypartsList.model = DefaultListModel()
@@ -172,6 +172,8 @@ class SpriteAssemblerApp(val gdxWindow: SpriteAssemblerPreview) : JFrame() {
// populate stats // populate stats
(panelStatList.model as DefaultListModel).addElement("Spritesheet rows: ${adProperties.rows}") (panelStatList.model as DefaultListModel).addElement("Spritesheet rows: ${adProperties.rows}")
(panelStatList.model as DefaultListModel).addElement("Spritesheet columns: ${adProperties.cols}") (panelStatList.model as DefaultListModel).addElement("Spritesheet columns: ${adProperties.cols}")
(panelStatList.model as DefaultListModel).addElement("Frame size: ${adProperties.frameWidth}, ${adProperties.frameHeight}")
(panelStatList.model as DefaultListModel).addElement("Origin position: ${adProperties.originX}, ${adProperties.originY}")
} }
catch (fehler: Throwable) { catch (fehler: Throwable) {
displayError("ERROR_PARSE_FAIL", fehler) displayError("ERROR_PARSE_FAIL", fehler)
@@ -289,6 +291,7 @@ class SpriteAssemblerPreview: Game() {
image = AssembleSheetPixmap(prop) image = AssembleSheetPixmap(prop)
} }
// TODO rename to requestAssembly
fun requestAssemblyTest(prop: ADProperties) { fun requestAssemblyTest(prop: ADProperties) {
doAssemble = true doAssemble = true
assembleProp = prop assembleProp = prop

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@@ -1,5 +1,8 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_ SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
EXTENSION=.tga EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
CONFIG=SIZE 48,56;ORIGINX 29
# note to self: don't implement skeleton hierarchy: there's too many exceptions # note to self: don't implement skeleton hierarchy: there's too many exceptions
# besides, you have "ALL" key. # besides, you have "ALL" key.
@@ -29,5 +32,4 @@ ANIM_RUN_4=ALL 0,1;LEG_REST_RIGHT 0,1;FOOT_RIGHT 0,1;LEG_REST_LEFT 0,-1;FOOT_LEF
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1= ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation ! ANIM_IDLE_1 will not make any transformation
ANIM_IDLE_2=UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAIR_FORE 0,-1;HEADGEAR 0,-1 ANIM_IDLE_2=UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAND_REST_LEFT 0,-1;HAND_REST_RIGHT 0,-1;HAIR_FORE 0,-1;HEADGEAR 0,-1
! HAND_REST is deliberately left out -- it's bit unsettling to see held item keeps moving

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@@ -86,7 +86,7 @@ object Terrarum : Screen {
*/ */
val TARGET_INTERNAL_FPS: Double = 60.0 val TARGET_INTERNAL_FPS: Double = 60.0
internal val UPDATE_CATCHUP_MAX_TRIES = 2 // this feature does more harm than good... internal val UPDATE_CATCHUP_MAX_TRIES = 1 // this feature does more harm than good...
@@ -98,9 +98,9 @@ object Terrarum : Screen {
var ingame: IngameInstance? = null var ingame: IngameInstance? = null
private val javaHeapCircularArray = CircularArray<Int>(128) private val javaHeapCircularArray = CircularArray<Int>(64)
private val nativeHeapCircularArray = CircularArray<Int>(128) private val nativeHeapCircularArray = CircularArray<Int>(64)
private val updateRateCircularArray = CircularArray<Double>(128) private val updateRateCircularArray = CircularArray<Double>(16)
val memJavaHeap: Int val memJavaHeap: Int
get() { get() {

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@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.Gdx import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Color
import com.jme3.math.FastMath import com.jme3.math.FastMath
import net.torvald.spriteanimation.HasAssembledSprite
import net.torvald.terrarum.* import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.* import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gameactors.faction.Faction import net.torvald.terrarum.gameactors.faction.Faction
@@ -21,6 +22,11 @@ import java.util.*
* Humanoid actor class to provide same controlling function (such as work, jump) * Humanoid actor class to provide same controlling function (such as work, jump)
* Also applies unreal air friction for movement control * Also applies unreal air friction for movement control
* *
* For some actors that "HasAssembledSprite", sprite rows must be in this specific order:
* 1. Idle
* 2. Walk
* ...
*
* Created by minjaesong on 2016-10-24. * Created by minjaesong on 2016-10-24.
*/ */
open class ActorHumanoid( open class ActorHumanoid(
@@ -610,8 +616,11 @@ open class ActorHumanoid(
// set anim frame delay // set anim frame delay
// 4f of the divider is a magic number, empirically decided // 4f of the divider is a magic number, empirically decided
sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value if (this is HasAssembledSprite) {
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
}
// flipping the sprite // flipping the sprite
if (walkHeading == LEFT) { if (walkHeading == LEFT) {

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@@ -1,7 +1,8 @@
package net.torvald.terrarum.modulebasegame.gameactors package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.files.FileHandle
import net.torvald.spriteanimation.HasAssembledSprite
import net.torvald.terrarum.Terrarum import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.modulebasegame.gameworld.time_t import net.torvald.terrarum.modulebasegame.gameworld.time_t
@@ -11,7 +12,7 @@ import net.torvald.terrarum.modulebasegame.gameworld.time_t
* Created by minjaesong on 2015-12-31. * Created by minjaesong on 2015-12-31.
*/ */
class IngamePlayer(born: time_t) : ActorHumanoid(born) { class IngamePlayer(override var animDesc: FileHandle, born: time_t) : ActorHumanoid(born), HasAssembledSprite {
/** /**
* Creates new Player instance with empty elements (sprites, actorvalue, etc.). * Creates new Player instance with empty elements (sprites, actorvalue, etc.).

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@@ -1,5 +1,6 @@
package net.torvald.terrarum.modulebasegame.gameactors package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.Gdx
import net.torvald.terrarum.Terrarum import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AVKey import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.Actor import net.torvald.terrarum.gameactors.Actor
@@ -13,7 +14,7 @@ object PlayerBuilder {
operator fun invoke(): Actor { operator fun invoke(): Actor {
val world = (Terrarum.ingame!! as Ingame).gameworld val world = (Terrarum.ingame!! as Ingame).gameworld
val p: Actor = IngamePlayer(world.time.TIME_T) val p: Actor = IngamePlayer(Gdx.files.internal("lol"), world.time.TIME_T)
InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json") InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
// attach sprite // attach sprite

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@@ -1,5 +1,6 @@
package net.torvald.terrarum.modulebasegame.gameactors package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.Gdx
import net.torvald.terrarum.ModMgr import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.blockproperties.Block import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.AVKey import net.torvald.terrarum.gameactors.AVKey
@@ -14,7 +15,7 @@ import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
object PlayerBuilderSigrid { object PlayerBuilderSigrid {
operator fun invoke(): IngamePlayer { operator fun invoke(): IngamePlayer {
val p = IngamePlayer(-9223372036854775807L) // XD val p = IngamePlayer(Gdx.files.internal("lol"), - 9223372036854775807L) // XD
p.referenceID = 0x51621D // the only constant of this procedural universe p.referenceID = 0x51621D // the only constant of this procedural universe

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@@ -1,16 +1,16 @@
package net.torvald.terrarum.modulebasegame.gameactors package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.ModMgr import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.gameactors.AVKey import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.worlddrawer.FeaturesDrawer import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/** /**
* Created by minjaesong on 2017-02-10. * Created by minjaesong on 2017-02-10.
*/ */
object PlayerBuilderTestSubject1 { object PlayerBuilderTestSubject1 {
operator fun invoke(): IngamePlayer { operator fun invoke(): IngamePlayer {
val p: IngamePlayer = IngamePlayer(-589141658L) // random value thrown val p: IngamePlayer = IngamePlayer(ModMgr.getGdxFile("basegame", "sprites/test_sprite.properties"), -589141658L) // random value thrown
InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json") InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
@@ -20,10 +20,12 @@ object PlayerBuilderTestSubject1 {
p.actorValue[AVKey.NAME] = "Test Subject 1" p.actorValue[AVKey.NAME] = "Test Subject 1"
p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/npc_template_anim_prototype.tga"), 48, 52)) /*p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/npc_template_anim_prototype.tga"), 48, 52))
p.sprite!!.delays = floatArrayOf(2f, 1f/12f) // second value does nothing -- overridden by ActorHumanoid.updateSprite(float) p.sprite!!.delays = floatArrayOf(2f, 1f/12f) // second value does nothing -- overridden by ActorHumanoid.updateSprite(float)
p.sprite!!.setRowsAndFrames(2, 4) p.sprite!!.setRowsAndFrames(2, 4)*/
p.sprite = SpriteAnimation(p)
p.reassembleSprite(p.sprite!!)
p.setHitboxDimension(15, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 21, 0) p.setHitboxDimension(15, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 21, 0)
p.setPosition(3.0 * FeaturesDrawer.TILE_SIZE, 3.0 * FeaturesDrawer.TILE_SIZE) p.setPosition(3.0 * FeaturesDrawer.TILE_SIZE, 3.0 * FeaturesDrawer.TILE_SIZE)

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@@ -4,10 +4,10 @@ import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.* import net.torvald.terrarum.*
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.gameactors.ActorWBMovable import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.itemproperties.GameItem import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.ui.UIItem import net.torvald.terrarum.ui.UIItem
/** /**
@@ -39,8 +39,7 @@ class UIItemInventoryEquippedView(
val spriteViewBackCol: Color; get() = Color(0x404040_88.toInt())//Color(0xd4d4d4_ff.toInt()) val spriteViewBackCol: Color; get() = Color(0x404040_88.toInt())//Color(0xd4d4d4_ff.toInt())
private val itemGrid = Array<UIItemInventoryCellBase>( private val itemGrid = Array<UIItemInventoryCellBase>(2 * 5) {
2 * 5, {
UIItemInventoryElemSimple( UIItemInventoryElemSimple(
parentUI = parentUI, parentUI = parentUI,
posX = this.posX + (UIItemInventoryElemSimple.height + listGap) * ((it + 4) % 2), posX = this.posX + (UIItemInventoryElemSimple.height + listGap) * ((it + 4) % 2),
@@ -55,7 +54,6 @@ class UIItemInventoryEquippedView(
drawBackOnNull = true drawBackOnNull = true
) )
} }
)
override fun update(delta: Float) { override fun update(delta: Float) {

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@@ -0,0 +1,145 @@
import com.badlogic.gdx.*
import com.badlogic.gdx.Input.Keys.*
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.gdxClearAndSetBlend
import net.torvald.terrarum.inUse
/**
* Not meant to implement IME, just to be used with Options > Config
* where it shows a "summary" diagram of a keyboard and icon for functions on its keycap
*
* If unknown key was chosen (e.g. caret used on french AZERTY), config will simply won't display it
* on the "summary".
*/
object MakeKeylayoutFile {
fun invoke() {
val qwerty = arrayOf( // QWERTY
intArrayOf(TAB,Q,W,E,R,T,Y,U,I,O,P,LEFT_BRACKET,RIGHT_BRACKET,BACKSLASH),
intArrayOf(UNKNOWN,A,S,D,F,G,H,J,K,L,SEMICOLON,APOSTROPHE),
intArrayOf(SHIFT_LEFT,Z,X,C,V,B,N,M,COMMA,PERIOD,SLASH,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val qwerty_hhk = arrayOf( // QWERTY HHK
intArrayOf(TAB,Q,W,E,R,T,Y,U,I,O,P,LEFT_BRACKET,RIGHT_BRACKET,BACKSLASH),
intArrayOf(CONTROL_LEFT,A,S,D,F,G,H,J,K,L,SEMICOLON,APOSTROPHE),
intArrayOf(SHIFT_LEFT,Z,X,C,V,B,N,M,COMMA,PERIOD,SLASH,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val qwertz = arrayOf( // QWERTZ English
intArrayOf(TAB,Q,W,E,R,T,Z,U,I,O,P,LEFT_BRACKET,RIGHT_BRACKET,BACKSLASH),
intArrayOf(UNKNOWN,A,S,D,F,G,H,J,K,L,SEMICOLON,APOSTROPHE),
intArrayOf(SHIFT_LEFT,Y,X,C,V,B,N,M,COMMA,PERIOD,SLASH,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val azerty = arrayOf( // AZERTY Windows
intArrayOf(TAB,A,Z,E,R,T,Y,U,I,O,P,72,74,BACKSLASH),
intArrayOf(UNKNOWN,Q,S,D,F,G,H,J,K,L,M,68),
intArrayOf(SHIFT_LEFT,W,X,C,V,B,N,COMMA,PERIOD,SLASH,UNKNOWN,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val colemak = arrayOf( // Colemak
intArrayOf(TAB,Q,W,F,P,G,J,L,U,Y,SEMICOLON,LEFT_BRACKET,RIGHT_BRACKET,BACKSLASH),
intArrayOf(BACKSPACE,A,R,S,T,D,H,N,E,I,O,APOSTROPHE),
intArrayOf(SHIFT_LEFT,Z,X,C,V,B,K,M,COMMA,PERIOD,SLASH,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val dvorak = arrayOf( // Dvorak
intArrayOf(TAB,APOSTROPHE,COMMA,PERIOD,P,Y,F,G,C,R,L,SLASH,EQUALS,BACKSLASH),
intArrayOf(UNKNOWN,A,O,E,U,I,D,H,T,N,S,MINUS),
intArrayOf(SHIFT_LEFT,SEMICOLON,Q,J,K,X,B,M,W,V,Z,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val dvorak_lh = arrayOf( // Dvorak Left handed
intArrayOf(TAB,SEMICOLON,Q,B,Y,U,R,S,O,PERIOD,UNKNOWN,UNKNOWN,EQUALS,BACKSLASH),
intArrayOf(UNKNOWN,MINUS,K,C,D,T,H,E,A,Z,UNKNOWN,UNKNOWN),
intArrayOf(SHIFT_LEFT,APOSTROPHE,X,G,V,W,N,I,COMMA,UNKNOWN,UNKNOWN,SHIFT_RIGHT),
intArrayOf(SPACE)
)
val keys = listOf(
qwerty, qwerty_hhk, qwertz, azerty, colemak, dvorak, dvorak_lh
)
keys.forEach { println(it.toConfigStr()) }
}
private fun Array<IntArray>.toConfigStr() =
this.map { it.joinToString(",") }.joinToString(";")
}
class GetKeycode : Game() {
private lateinit var font: BitmapFont
private lateinit var batch: SpriteBatch
private var keyHit = "(keycode will be displayed here)"
override fun create() {
font = BitmapFont()
batch = SpriteBatch()
Gdx.input.inputProcessor = Con(this)
}
override fun getScreen(): Screen {
return super.getScreen()
}
override fun setScreen(screen: Screen?) {
super.setScreen(screen)
}
override fun render() {
Gdx.graphics.setTitle("Get Keycode — F: ${Gdx.graphics.framesPerSecond}")
gdxClearAndSetBlend(.1f,.1f,.1f,1f)
batch.inUse {
font.draw(batch, "Hit a key", 10f, 20f)
font.draw(batch, keyHit, 10f, 42f)
}
}
override fun pause() {
super.pause()
}
override fun resume() {
super.resume()
}
override fun resize(width: Int, height: Int) {
super.resize(width, height)
}
override fun dispose() {
super.dispose()
}
class Con(val host: GetKeycode): InputAdapter() {
override fun keyDown(keycode: Int): Boolean {
host.keyHit = "Key down: $keycode (${Input.Keys.toString(keycode)})"
return true
}
}
}
fun main() {val appConfig = LwjglApplicationConfiguration()
appConfig.resizable = false
appConfig.width = 256
appConfig.height = 64
appConfig.foregroundFPS = 60
appConfig.backgroundFPS = 60
val gdxWindow = GetKeycode()
LwjglApplication(gdxWindow, appConfig)
MakeKeylayoutFile.invoke()
}

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