Added multichannel support to entity rendering system

This commit is contained in:
Allexit 2015-05-14 23:09:49 +03:00
parent 9fb15e572d
commit f441b6c164
2 changed files with 137 additions and 31 deletions

View File

@ -1,6 +1,8 @@
package com.saltosion.gladiator.components;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Set;
import com.badlogic.ashley.core.Component;
import com.badlogic.gdx.graphics.g2d.Sprite;
@ -8,10 +10,13 @@ import com.saltosion.gladiator.util.SpriteSequence;
public class CRenderedObject extends Component {
private HashMap<String, SpriteSequence> spritesequences = new HashMap<String, SpriteSequence>();
private String currentSequence = "";
private float currentframe = 0;
private ArrayList<String> channels = new ArrayList<String>();
private HashMap<String, String> currentSequences = new HashMap<String, String>();
private HashMap<String, Float> currentFrames = new HashMap<String, Float>();
public CRenderedObject() {}
public CRenderedObject() {
addChannel("default");
}
/**
* Can be used if the Rendered Object is a single static image always.
@ -19,46 +24,145 @@ public class CRenderedObject extends Component {
*/
public CRenderedObject(Sprite sprite) {
spritesequences.put("Idle", new SpriteSequence(sprite));
currentSequence = "Idle";
addChannel("default");
}
public void addSequence(String key, SpriteSequence sequence) {
spritesequences.put(key, sequence);
}
public void setCurrentSequence(String sequence) {
this.currentSequence = sequence;
/**
* Sets sequence for channelName
* @param channelName
* @param sequence
*/
public void setCurrentSequence(String channelName, String sequence) {
this.currentSequences.put(channelName, sequence);
}
/**
* Sets sequence for "default" channel.
* @param sequence
*/
public void setCurrentSequence(String sequence) {
setCurrentSequence("default", sequence);
}
/**
* Sets frame for channelName
* @param channelName
* @param frame
*/
public void setCurrentFrame(String channelName, float frame) {
this.currentFrames.put(channelName, frame);
}
/**
* Sets frame for "default" channel.
* @param frame
*/
public void setCurrentFrame(float frame) {
this.currentframe = frame;
setCurrentFrame("default", frame);
}
public SpriteSequence getSequence(String key) {
return spritesequences.get(key);
}
/**
* Plays animation on the "default" channel, starting in frame 0
* @param key
*/
public void playAnimation(String key) {
playAnimation(key, 0);
}
public void playAnimation(String key, int startingframe) {
if (spritesequences.containsKey(key)) {
currentSequence = key;
currentframe = startingframe;
/**
* Plays animation on channelName
* @param channelName
* @param key animation name
* @param startingframe
*/
public void playAnimation(String channelName, String key, int startingframe) {
if (spritesequences.containsKey(key) && channels.contains(channelName)) {
setCurrentSequence(channelName, key);
setCurrentFrame(channelName, startingframe);
return;
}
String[] s = (String[]) spritesequences.keySet().toArray();
currentSequence = s[0];
currentframe = 0;
setCurrentSequence(channels.get(0), s[0]);
setCurrentFrame(channels.get(0), 0f);
}
/**
* Plays animation on the "default" channel.
* @param key animation name
* @param startingFrame
*/
public void playAnimation(String key, int startingframe) {
playAnimation("default", key, startingframe);
}
public void addChannel(String channelName) {
Set<String> sequences = spritesequences.keySet();
String sequence = "";
if (sequences.size() > 0) {
sequence = (String) sequences.toArray()[0];
}
this.channels.add(channelName);
this.currentSequences.put(channelName, sequence);
this.currentFrames.put(channelName, 0f);
}
/**
* Sets channel name
* @param oldName Old name of the channel
* @param newName New name of the channel to be set
* @return <b>boolean</b>, false if channel with oldName doesn't exist or a channel with newName already exists.
*/
public boolean setChannelName(String oldName, String newName) {
if ( !this.channels.contains(oldName) || this.channels.contains(newName) ) {
return false;
}
this.channels.remove(oldName);
this.channels.add(newName);
this.currentFrames.put(newName, this.currentFrames.remove(oldName));
this.currentSequences.put(newName, this.currentSequences.remove(oldName));
return true;
}
public ArrayList<String> getChannels() {
return channels;
}
/**
* Returns the current frame on "default" channel.
* @return
*/
public float getCurrentFrame() {
return currentframe;
return currentFrames.get("default");
}
/**
* Returns the frame on "channel".
* @param channel
* @return
*/
public float getCurrentFrame(String channel) {
return currentFrames.get(channel);
}
public String getCurrentSequence() {
return currentSequence;
return currentSequences.get("default");
}
/**
* Returns the current sequence on "channel"
* @param channel
* @return
*/
public String getCurrentSequence(String channel) {
return currentSequences.get(channel);
}
}

View File

@ -99,21 +99,23 @@ public class RenderingSystem extends EntitySystem {
batch.begin();
for (int i = 0; i < entities.size(); i++) {
CRenderedObject renderedObject = rom.get(entities.get(i));
SpriteSequence currSequence = renderedObject.getSequence(renderedObject.getCurrentSequence());
int currFrame = (int) Math.floor(renderedObject.getCurrentFrame());
Sprite currSprite = currSequence.getSprite(currFrame);
for (String channel : renderedObject.getChannels()) {
SpriteSequence currSequence = renderedObject.getSequence(renderedObject.getCurrentSequence(channel));
int currFrame = (int) Math.floor(renderedObject.getCurrentFrame(channel));
Sprite currSprite = currSequence.getSprite(currFrame);
CPhysics physics = pm.get(entities.get(i));
CPhysics physics = pm.get(entities.get(i));
int spriteHeight = currSprite.getRegionHeight();
int spriteWidth = currSprite.getRegionWidth();
int spriteHeight = currSprite.getRegionHeight();
int spriteWidth = currSprite.getRegionWidth();
currSprite.setPosition(physics.getPosition().x - spriteWidth / 2,
physics.getPosition().y - spriteHeight / 2);
currSprite.draw(batch);
currSprite.setPosition(physics.getPosition().x - spriteWidth / 2,
physics.getPosition().y - spriteHeight / 2);
currSprite.draw(batch);
float nextFrame = renderedObject.getCurrentFrame() + deltaTime * currSequence.getPlayspeed();
renderedObject.setCurrentFrame(nextFrame % currSequence.frameCount());
float nextFrame = renderedObject.getCurrentFrame() + deltaTime * currSequence.getPlayspeed();
renderedObject.setCurrentFrame(nextFrame % currSequence.frameCount());
}
}
batch.end();
}