Added simple animation to the sprites.

This commit is contained in:
Barra Ó Catháin 2023-03-16 00:16:39 +00:00
parent 0b1ea56db7
commit e0324d092e
6 changed files with 18 additions and 11 deletions

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@ -1,4 +1,4 @@
// SDL Experiment 10, Barra Ó Catháin.
// SDL Experiment 11, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
@ -109,10 +109,10 @@ int main(int argc, char ** argv)
int width = 0, height = 0;
long positionX = 0, positionY = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.1, 0}, upVector = {0, 0.1};
xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.08, 0}, upVector = {0, 0.1};
// Initialize the SDL library, video, sound, and input:
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
@ -134,13 +134,14 @@ int main(int argc, char ** argv)
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Load in all of our textures:
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture;
idleTexture = IMG_LoadTexture(renderer, "./10-Ship-Idle.png");
clockwiseTexture = IMG_LoadTexture(renderer, "./10-Ship-Clockwise.png");
acceleratingTexture = IMG_LoadTexture(renderer, "./10-Ship-Accelerating.png");
anticlockwiseTexture = IMG_LoadTexture(renderer, "./10-Ship-Anticlockwise.png");
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
* acceleratingTexture2;
idleTexture = IMG_LoadTexture(renderer, "./11-Ship-Idle.png");
clockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Clockwise.png");
acceleratingTexture = IMG_LoadTexture(renderer, "./11-Ship-Accelerating.png");
anticlockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Anticlockwise.png");
acceleratingTexture2 = IMG_LoadTexture(renderer, "./11-Ship-Accelerating-Frame-2.png");
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
@ -204,6 +205,7 @@ int main(int argc, char ** argv)
case SDLK_UP:
{
accelerating = false;
frameAccumulator = 0;
break;
}
default:
@ -231,7 +233,7 @@ int main(int argc, char ** argv)
// Calculate the gravity between the star and ship:
gravityAcceleration = (gravityMagnitude >= 45) ?
0.5 * (2500 / pow(gravityMagnitude, 2)):
(2500 / pow(gravityMagnitude, 2)):
0;
// Scale the vector:
@ -279,7 +281,12 @@ int main(int argc, char ** argv)
if(accelerating)
{
addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
frameAccumulator += deltaTime;
currentTexture = acceleratingTexture;
if((long)frameAccumulator % 4)
{
currentTexture = acceleratingTexture2;
}
}
// Calculate the new position:
@ -319,5 +326,5 @@ int main(int argc, char ** argv)
}
// ===========================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-10.c -lSDL2_image -lm"
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-11.c -lSDL2_image -lm"
// End: