Mercurial > molko
diff libmlk-rpg/rpg/walksprite.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
---|---|
date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | librpg/rpg/walksprite.h@86b71e1f9dd5 |
children | 08ab73b32832 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/libmlk-rpg/rpg/walksprite.h Sat Nov 28 22:37:30 2020 +0100 @@ -0,0 +1,112 @@ +/* + * walksprite.h -- sprite designed for walking entities + * + * Copyright (c) 2020 David Demelier <markand@malikania.fr> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES + * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR + * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN + * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF + * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#ifndef MOLKO_RPG_WALKSPRITE_H +#define MOLKO_RPG_WALKSPRITE_H + +/** + * \file walksprite.h + * \brief Sprite designed for walking entities. + * \ingroup drawing + */ + +struct sprite; + +/** + * \brief Sprite designed for walking entities. + * + * This structure works with sprite images that are defined as using the + * following conventions: + * + * ``` + * 7 0 1 + * ↖ ↑ ↗ + * 6 ← → 2 + * ↙ ↓ ↘ + * 5 4 3 + * ``` + * + * Where numbers define row in the sprite according to the character + * orientation. In other terms, your image sprite should look like this: + * + * ``` + * row columns in your image + * ---|--------------------- + * 0 | ↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑ + * 1 | ↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗↗ + * 2 | →→→→→→→→→→→→→→→→→→→→ + * 3 | ↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘↘ + * 4 | ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ + * 5 | ↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙↙ + * 6 | ←←←←←←←←←←←←←←←←←←←← + * 7 | ↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖ + * ``` + */ +struct walksprite { + struct sprite *sprite; /*!< (+&) The sprite to use */ + unsigned int delay; /*!< (+) The delay between frames */ + unsigned int index; /*!< (-) Current column index */ + unsigned int elapsed; /*!< (-) Elapsed time since last frame */ +}; + +/** + * Initialize the walking sprite. + * + * \pre ws != NULL + * \pre sprite != NULL + * \param ws the walking sprite + * \param sprite the sprite to use + * \param delay the delay between sprites + */ +void +walksprite_init(struct walksprite *ws, struct sprite *sprite, unsigned int delay); + +/** + * Reset current column to inactive (aka no longer walking). + * + * \pre ws != NULL + * \param ws the walking sprite + */ +void +walksprite_reset(struct walksprite *ws); + +/** + * Update the walking sprite + * + * \pre ws != NULL + * \param ws the walking sprite + * \param ticks the number of milliseconds between last frame + */ +void +walksprite_update(struct walksprite *ws, unsigned int ticks); + +/** + * Draw the appropriate sprite cell to the screen according to the orientation + * given. + * + * \pre ws != NULL + * \pre orientation < 8 + * \param ws the walking sprite + * \param orientation the orientation (or the row between 0 and 7) + * \param x the x coordinate + * \param y the y coordinate + */ +void +walksprite_draw(const struct walksprite *ws, unsigned int orientation, int x, int y); + +#endif /* !MOLKO_RPG_WALKSPRITE_H */