Browse Source

handle PingPong animations

master
Colin McMillen 4 years ago
parent
commit
5b82f4d646
  1. 30
      Shared/Sprites.cs

30
Shared/Sprites.cs

@ -16,15 +16,22 @@ namespace SemiColinGames {
}
}
enum AnimationDirection {
Forward,
PingPong
}
struct SpriteAnimation {
public readonly int Start;
public readonly int End;
public readonly int DurationMs;
public readonly AnimationDirection Direction;
public SpriteAnimation(int start, int end, int durationMs) {
public SpriteAnimation(int start, int end, int durationMs, AnimationDirection direction) {
Start = start;
End = end;
DurationMs = durationMs;
Direction = direction;
}
}
@ -61,17 +68,25 @@ namespace SemiColinGames {
frames.Add(new Frame(source, durationMs));
}
// TODO: handle ping-pong animations.
JToken frameTags = json.SelectToken("meta.frameTags");
foreach (JToken child in frameTags.Children()) {
string name = child.SelectToken("name").Value<string>();
int start = child.SelectToken("from").Value<int>();
int end = child.SelectToken("to").Value<int>();
string directionString = child.SelectToken("direction").Value<string>();
AnimationDirection direction = directionString == "pingpong" ?
AnimationDirection.PingPong: AnimationDirection.Forward;
int durationMs = 0;
for (int i = start; i <= end; i++) {
durationMs += frames[i].DurationMs;
}
animations[name] = new SpriteAnimation(start, end, durationMs);
// A PingPong animation repeats every frame but the first and last.
// Therefore its duration is 2x, minus the duration of the first and last frames.
if (direction == AnimationDirection.PingPong) {
durationMs = durationMs * 2 - frames[start].DurationMs - frames[end].DurationMs;
}
animations[name] = new SpriteAnimation(start, end, durationMs, direction);
}
}
@ -85,6 +100,15 @@ namespace SemiColinGames {
}
time -= frameTime;
}
if (animation.Direction == AnimationDirection.PingPong) {
for (int i = animation.End - 1; i > animation.Start; i--) {
int frameTime = frames[i].DurationMs;
if (time < frameTime) {
return frames[i].Source;
}
time -= frameTime;
}
}
// We shouldn't get here, but if we did, the last frame is a fine thing to return.
return frames[animation.End].Source;
}

Loading…
Cancel
Save