142 lines
2.4 KiB
C
142 lines
2.4 KiB
C
/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "sprites.h"
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static void animateSprite(Sprite *s);
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static Tuple spriteMapHead;
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static Sprite spriteHead;
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/*static Sprite *spriteTail;*/
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int getSpriteIndex(char *key)
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{
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Tuple *t;
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for (t = spriteMapHead.next ; t != NULL ; t = t->next)
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{
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if (strcmp(t->key, key) == 0)
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{
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return t->value.i;
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}
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}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "No such sprite '%s'", key);
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exit(1);
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return -1;
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}
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Sprite *getSpriteByIndex(int x)
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{
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Sprite *s;
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int i;
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for (s = spriteHead.next ; s != NULL ; s = s->next)
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{
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if (i == x)
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{
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return s;
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}
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i++;
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}
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return NULL;
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}
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Sprite *getSprite(char *name)
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{
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Sprite *s;
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for (s = spriteHead.next ; s != NULL ; s = s->next)
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{
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if (strcmp(s->name, name) == 0)
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{
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return s;
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}
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}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "No such sprite '%s'", name);
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exit(1);
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return NULL;
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}
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void animateSprites(void)
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{
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Sprite *s;
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for (s = spriteHead.next ; s != NULL ; s = s->next)
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{
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animateSprite(s);
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}
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}
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void addSpriteFrame(Sprite *s, SDL_Rect frame, int time)
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{
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s->frames[s->numFrames] = frame;
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s->times[s->numFrames] = time;
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s->numFrames++;
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}
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static void animateSprite(Sprite *s)
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{
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if (s->currentTime != -1)
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{
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s->currentTime--;
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if (s->currentTime <= 0)
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{
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s->currentFrame = wrap(++s->currentFrame, 0, s->numFrames - 1);
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s->currentTime = s->times[s->currentFrame];
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}
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}
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}
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SDL_Rect getCurrentFrame(Sprite *s)
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{
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return s->frames[s->currentFrame];
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}
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void loadGameSprites(void)
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{
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}
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void loadSpriteList(char *filename)
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{
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}
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void loadSprites(cJSON *root)
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{
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}
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void destroySprites(void)
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{
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}
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void addSpriteFrames(Sprite *sprite, cJSON *root)
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{
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}
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