/*! \file character.h * \brief Headers of character and spritesheet functions. */ /* * Copyright (c) Sebastian Krzyszkowiak * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #ifndef LIBSUPERDERPY_CHARACTER_H #define LIBSUPERDERPY_CHARACTER_H #include "libsuperderpy.h" #include #include struct SpritesheetFrame { char* file; ALLEGRO_BITMAP* bitmap; double duration; int row; int col; int x; int y; bool flipX; bool flipY; }; /*! \brief Structure representing one spritesheet for character animation. */ struct Spritesheet { char* name; /*!< Name of the spritesheet (used in file paths). */ ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */ int frameCount; int rows; /*!< Number of rows in the spritesheet. */ int cols; /*!< Number of columns in the spritesheet. */ double duration; char* file; int repeats; /*!< Number of repeats to make before the spritesheet is changed to its successor. */ char* successor; /*!< Name of animation successor. If it's not blank, then animation will be played only once. */ char* predecessor; bool bidir; bool reversed; double pivotX; double pivotY; bool flipX; bool flipY; struct SpritesheetFrame* frames; int width; int height; struct Spritesheet* next; /*!< Next spritesheet in the queue. */ // TODO: missing docs }; /*! \brief Structure representing one visible character. */ struct Character { char* name; /*!< Name of the character (used in file paths). */ struct Character* parent; /*!< Parent character. NULL is no parent. */ //ALLEGRO_BITMAP* bitmap; /*!< Subbitmap with character's current frame. */ struct SpritesheetFrame* frame; /*!< Current frame. */ struct Spritesheet* spritesheet; /*!< Current spritesheet used by character. */ struct Spritesheet* spritesheets; /*!< List of all spritesheets registered to character. */ int pos; /*!< Current spritesheet position. */ double delta; /*!< A counter used internally to slow down spritesheet animation. */ // TODO: change to delta char* successor; /*!< Name of the next spritesheet to be played when the current one finishes. */ char* predecessor; /*!< Name of the next spritesheet to be played when the current one finishes when in reverse mode. */ float x; /*!< Horizontal position of character. */ float y; /*!< Vertical position of character. */ ALLEGRO_COLOR tint; /*!< Color with which the character's pixels will be multiplied (tinted). White for no effect. */ //float pivotX; /*!< Pivot point's X, for scaling and rotating, relative of character's size. */ //float pivotY; /*!< Pivot point's Y, for scaling and rotating, relative of character's size. */ float scaleX; /*!< Scale factor for X axis. */ float scaleY; /*!< Scale factor for Y axis. */ float angle; /*!< Character's rotation angle (radians). */ int confineX; /*!< Width of the canvas being drawn to, for correct position calculation; when -1, uses parent's confines or viewport size */ int confineY; /*!< Height of the canvas being drawn to, for correct position calculation; when -1, uses parent's confines or viewport size */ bool flipX; /*!< Flips the character's sprite vertically. */ bool flipY; /*!< Flips the character's sprite horizontally. */ int repeats; /*!< Number of repeats left before the spritesheet is changed to its successor or stopped. */ bool reversing; /*!< Whether the animation is currently played backwards. */ bool reversed; /*!< Whether the current animation has been requested as reversed. */ bool hidden; void* data; /*!< Additional, custom character data (HP etc.). */ void (*callback)(struct Game*, struct Character*, struct Spritesheet* newAnim, struct Spritesheet* oldAnim, void*); void* callbackData; bool shared; /*!< Marks the list of spritesheets as shared, so it won't be freed together with the character. */ // TODO: parents }; // TODO: document functions void SelectSpritesheet(struct Game* game, struct Character* character, char* name); void SwitchSpritesheet(struct Game* game, struct Character* character, char* name); void EnqueueSpritesheet(struct Game* game, struct Character* character, char* name); void RegisterSpritesheet(struct Game* game, struct Character* character, char* name); struct Spritesheet* GetSpritesheet(struct Game* game, struct Character* character, char* name); ALLEGRO_TRANSFORM GetCharacterTransform(struct Game* game, struct Character* character); void DrawCharacter(struct Game* game, struct Character* character); void DrawScaledCharacterF(struct Game* game, struct Character* character, ALLEGRO_COLOR tint, float scalex, float scaley, int flags); void DrawScaledCharacter(struct Game* game, struct Character* character, ALLEGRO_COLOR tint, float scalex, float scaley, int flags); struct Character* CreateCharacter(struct Game* game, char* name); void DestroyCharacter(struct Game* game, struct Character* character); void LoadSpritesheets(struct Game* game, struct Character* character); void UnloadSpritesheets(struct Game* game, struct Character* character); void AnimateCharacter(struct Game* game, struct Character* character, float delta, float speed_modifier); void MoveCharacter(struct Game* game, struct Character* character, float x, float y, float angle); void MoveCharacterF(struct Game* game, struct Character* character, float x, float y, float angle); void SetCharacterPosition(struct Game* game, struct Character* character, float x, float y, float angle); void SetCharacterPositionF(struct Game* game, struct Character* character, float x, float y, float angle); void SetCharacterConfines(struct Game* game, struct Character* character, int x, int y); float GetCharacterX(struct Game* game, struct Character* character); float GetCharacterY(struct Game* game, struct Character* character); int GetCharacterConfineX(struct Game* game, struct Character* character); int GetCharacterConfineY(struct Game* game, struct Character* character); bool IsOnCharacter(struct Game* game, struct Character* character, float x, float y, bool pixelperfect); void ShowCharacter(struct Game* game, struct Character* character); void HideCharacter(struct Game* game, struct Character* character); #endif