Files
Terrarum/src/net/torvald/spriteanimation/AssembledSpriteAnimation.kt

269 lines
11 KiB
Kotlin

package net.torvald.spriteanimation
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.utils.GdxRuntimeException
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.ActorWithBody.Companion.METER
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
import net.torvald.terrarum.savegame.ByteArray64Reader
import net.torvald.terrarum.savegame.EntryID
import net.torvald.terrarum.savegame.SimpleFileSystem
import net.torvald.terrarum.savegame.VDFileID
import net.torvald.terrarum.savegame.VDFileID.BODYPARTEMISSIVE_TO_ENTRY_MAP
import net.torvald.terrarum.savegame.VDFileID.BODYPARTGLOW_TO_ENTRY_MAP
import net.torvald.terrarum.savegame.VDFileID.BODYPART_TO_ENTRY_MAP
import net.torvald.terrarum.serialise.Common
import net.torvald.terrarum.spriteassembler.ADProperties
import net.torvald.terrarum.spriteassembler.ADPropertyObject
import net.torvald.terrarum.spriteassembler.AssembleFrameBase
import net.torvald.terrarum.spriteassembler.AssembleSheetPixmap
import java.io.InputStream
import java.util.*
/**
* This class should not be serialised; save its Animation Description Language instead.
*
* Created by minjaesong on 2022-03-23.
*/
class AssembledSpriteAnimation(
@Transient val adp: ADProperties,
parentActor: ActorWithBody,
@Transient val disk: SimpleFileSystem?, // specify if the resources for the animation is contained in the disk archive
@Transient val isGlow: Boolean,
@Transient val isEmissive: Boolean
) : SpriteAnimation(parentActor) {
constructor(adp: ADProperties, parentActor: ActorWithBody, isGlow: Boolean, isEmissive: Boolean) : this(adp, parentActor, null, isGlow, isEmissive)
@Transient val bodypartToFileMap = if (isEmissive)
BODYPARTEMISSIVE_TO_ENTRY_MAP
else if (isGlow)
BODYPARTGLOW_TO_ENTRY_MAP
else
BODYPART_TO_ENTRY_MAP
var currentFrame = 0 // while this number is zero-based, the frame number on the ADP is one-based
private set
var currentAnimation = "" // e.g. ANIM_IDLE ANIM_RUN (no frame numbers!)
set(value) {
if (field != value) {
currentFrame = 0
currentAnimationMaxFrames = adp.animations[value]?.frames ?: 1
currentAnimationBaseDelay = adp.animations[value]?.delay ?: 0.5f
}
field = value
}
private var currentAnimationMaxFrames = 1
private var currentAnimationBaseDelay = 0.0625f
// @Transient var init = false
override val currentDelay: Second
get() = (if (overrideDelay > 0f) overrideDelay else currentAnimationBaseDelay).coerceAtLeast(0.0625f)
var overrideDelay = 0f // set to 0f to not use this field
@Transient private val res = HashMap<String, TextureRegion?>()
@Transient var headSprite: TextureRegion? = null
@Transient var headSizeInMeter: Float? = null
init {
// init = true
val fileGetter = if (disk != null) {
val bodypartMapping = Properties()
bodypartMapping.load(ByteArray64Reader(disk.getFile(bodypartToFileMap)!!.bytes, Common.CHARSET))
AssembleSheetPixmap.getVirtualDiskFileGetter(bodypartMapping, disk)
}
else AssembleSheetPixmap.getAssetsDirFileGetter(adp)
val fileGetterFallback = if (disk != null) {
val bodypartMapping = Properties()
bodypartMapping.load(ByteArray64Reader(disk.getFile(BODYPART_TO_ENTRY_MAP)!!.bytes, Common.CHARSET))
AssembleSheetPixmap.getVirtualDiskFileGetter(bodypartMapping, disk)
}
else AssembleSheetPixmap.getAssetsDirFileGetter(adp)
adp.bodyparts.forEach { res[it] = getPartTexture(fileGetter, fileGetterFallback, it) }
val (mugPixmap, headSprite0) = if (disk != null)
AssembleSheetPixmap.getMugshotFromVirtualDisk(disk, -1025L, adp)
else
AssembleSheetPixmap.getMugshotFromAssetsDir(adp)
headSprite = headSprite0
mugPixmap?.let { pixmap ->
// measure width
val m = (0 until pixmap.height).map { y ->
(0 until pixmap.width).fold(0) { acc, x ->
acc + (pixmap.getPixel(x, y).and(255) > 128).toInt()
}
}.filter { it > 0 }.average() / METER
if (m > 0) headSizeInMeter = m.toFloat() * 0.36f
}
mugPixmap?.dispose()
}
private var delta = 0f
override fun update(delta: Float) {
this.delta += delta
//println("delta accumulation: $delta, currentDelay: $currentDelay")
//check if it's time to advance the frame
while (this.delta >= currentDelay) {
// advance frame
currentFrame = (currentFrame + 1) % currentAnimationMaxFrames
// discount counter
this.delta -= currentDelay
}
}
private fun fetchItemImage(item: GameItem) = if (isEmissive)
ItemCodex.getItemImageEmissive(item)
else if (isGlow)
ItemCodex.getItemImageGlow(item)
else
ItemCodex.getItemImage(item)
private fun fetchItemImage(mode: Int, item: GameItem) = when (mode) {
0 -> ItemCodex.getItemImage(item)
1 -> ItemCodex.getItemImageGlow(item)
2 -> ItemCodex.getItemImageEmissive(item)
else -> throw IllegalArgumentException()
}
fun renderThisAnimation(batch: SpriteBatch, posX: Float, posY: Float, scale: Float, animName: String, mode: Int = 0) {
val oldBatchColour = batch.color.cpy()
val animNameRoot = animName.substring(0, animName.indexOfLast { it == '_' }).ifBlank { return@renderThisAnimation }
// quick fix for the temporary de-sync bug in which when the update-rate per frame is much greater than once, it attempts to load animation with blank name
val tx = (parentActor.hitboxTranslateX) * scale
val txFlp = -(parentActor.hitboxTranslateX) * scale
// flipping will not be symmetrical if baseHitboxWidth is odd number
val ty = (parentActor.hitboxTranslateY - parentActor.baseHitboxH) * scale
val tyFlp = (parentActor.hitboxTranslateY) * scale
adp.animations[animNameRoot]?.let { theAnim ->
val skeleton = theAnim.skeleton.joints.reversed()
val transforms = adp.getTransform(animName)
val bodypartOrigins = adp.bodypartJoints
AssembleFrameBase.makeTransformList(skeleton, transforms).forEach { (name, bodypartPos0) ->
var bodypartPos = bodypartPos0.invertY()
if (flipVertical) bodypartPos = bodypartPos.invertY()
if (flipHorizontal) bodypartPos = bodypartPos.invertX()
bodypartPos += ADPropertyObject.Vector2i(1,0)
// draw held items/armours?
if (name in jointNameToEquipPos) {
batch.color = if (mode > 0) Color.WHITE else oldBatchColour
ItemCodex[(parentActor as? Pocketed)?.inventory?.itemEquipped?.get(jointNameToEquipPos[name]!!)]?.let { item ->
fetchItemImage(mode, item)?.let { image ->
val drawPos = adp.origin + bodypartPos // imgCentre for held items are (0,0)
val w = image.regionWidth * scale
val h = image.regionHeight * scale
val fposX = posX.floorToFloat() + drawPos.x * scale
val fposY = posY.floorToFloat() + drawPos.y * scale - h
// draw
if (flipHorizontal && flipVertical)
batch.draw(image, fposX + txFlp, fposY + tyFlp, -w, -h)
else if (flipHorizontal && !flipVertical)
batch.draw(image, fposX + txFlp, fposY - ty, -w, h)
else if (!flipHorizontal && flipVertical)
batch.draw(image, fposX - tx, fposY + tyFlp, w, -h)
else
batch.draw(image, fposX - tx, fposY - ty, w, h)
}
}
}
else {
batch.color = oldBatchColour
res[name]?.let { image ->
var imgCentre = bodypartOrigins[name]!!
if (flipVertical) imgCentre = imgCentre.invertY()
if (flipHorizontal) imgCentre = imgCentre.invertX()
val drawPos = adp.origin + bodypartPos - imgCentre
val w = image.regionWidth * scale
val h = image.regionHeight * scale
val fposX = posX.floorToFloat() + drawPos.x * scale
val fposY = posY.floorToFloat() + drawPos.y * scale
if (flipHorizontal && flipVertical)
batch.draw(image, fposX + txFlp, fposY + tyFlp, -w, -h)
else if (flipHorizontal && !flipVertical)
batch.draw(image, fposX + txFlp, fposY - ty, -w, h)
else if (!flipHorizontal && flipVertical)
batch.draw(image, fposX - tx, fposY + tyFlp, w, -h)
else
batch.draw(image, fposX - tx, fposY - ty, w, h)
}
}
}
} ?: throw NullPointerException("Animation with name '$animNameRoot' is not found")
}
/**
* Held items will ignore forcedColourFilter if mode > 0
*
* @param mode specifies the mode for drawing the held item. 0=diffuse, 1=glow, 2=emissive
*/
override fun render(frameDelta: Float, batch: SpriteBatch, posX: Float, posY: Float, scale: Float, mode: Int, forcedColourFilter: Color?) {
if (parentActor.isVisible) {
batch.color = forcedColourFilter ?: colourFilter
renderThisAnimation(batch, posX, posY, scale, "${currentAnimation}_${1+currentFrame}", mode)
}
}
override fun dispose() {
res.values.forEach { it?.texture?.tryDispose() }
}
companion object {
val jointNameToEquipPos = hashMapOf(
"HELD_ITEM" to GameItem.EquipPosition.HAND_GRIP
// TODO fill in with armours/etc
)
private fun getPartTexture(getFile: (String) -> InputStream?, getFileFallback: (String) -> InputStream?, partName: String): TextureRegion? {
getFile(partName)?.let {
val bytes = it.readAllBytes()
return TextureRegion(Texture(Pixmap(bytes, 0, bytes.size)))
}
getFileFallback(partName)?.let {
val bytes = it.readAllBytes()
// filter the image so that it's either transparent or black
val pixmap = Pixmap(bytes, 0, bytes.size)
for (y in 0 until pixmap.height) {
for (x in 0 until pixmap.width) {
val c = pixmap.getPixel(x, y)
pixmap.drawPixel(x, y, c and 0xFF)
}
}
return TextureRegion(Texture(pixmap))
}
return null
}
}
}