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view libmlk-rpg/mlk/rpg/walksprite.h @ 646:7e1eb7f6c049 default tip @
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author | David Demelier <markand@malikania.fr> |
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date | Sun, 04 Feb 2024 15:24:37 +0100 |
parents | cb8ca73f1aa4 |
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/* * walksprite.h -- sprite designed for walking entities * * Copyright (c) 2020-2023 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 MLK_RPG_WALKSPRITE_H #define MLK_RPG_WALKSPRITE_H /** * \file mlk/rpg/walksprite.h * \brief Sprite designed for walking entities * * This module provides a convenient animation for walking entities using a * specific sprite texture. * * The entity can have up to 8 orientation including diagonals which are defined * as following: * * ``` * 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 | ↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖↖ * ``` * * The first column in each row should be static position which means that the * entity is not moving. Using ::mlk_walksprite_reset resets the column index to * this position so that you can use this module even on non-moving entities. */ struct mlk_sprite; /** * \struct mlk_walksprite * \brief Walking sprite structure */ struct mlk_walksprite { /** * (read-write, borrowed) * * Sprite file to use for animation. */ struct mlk_sprite *sprite; /** * (read-write) * * Delay between each frame. */ unsigned int delay; /** \cond MLK_PRIVATE_DECLS */ unsigned int index; unsigned int elapsed; /** \endcond MLK_PRIVATE_DECLS */ }; #if defined(__cplusplus) extern "C" { #endif /** * Initialize the walking sprite. * * \pre ws != NULL * \param ws walking sprite to initialize */ void mlk_walksprite_init(struct mlk_walksprite *ws); /** * Reset the walking sprite to first column. * * \pre ws != NULL * \param ws walking sprite to reset */ void mlk_walksprite_reset(struct mlk_walksprite *ws); /** * Update the walking sprite, moving to the next animation if needed. * * \pre ws != NULL * \param ws walking sprite to update * \param ticks frame ticks */ void mlk_walksprite_update(struct mlk_walksprite *ws, unsigned int ticks); /** * Draw the current image frame at the given position. * * \pre ws != NULL * \param ws walking sprite to draw * \param orientation the orientation [0..7] * \param x the x coordinate * \param y the y coordinate */ void mlk_walksprite_draw(const struct mlk_walksprite *ws, unsigned int orientation, int x, int y); #if defined(__cplusplus) } #endif #endif /* !MLK_RPG_WALKSPRITE_H */