Zwischenstand2

main
Jonathan Hager 3 years ago
parent e9282a62fb
commit 9ce0701cc7
Signed by: JonathanHager
GPG Key ID: 34881E488569708C

@ -3,7 +3,7 @@
#include <stdio.h>
#include <stdlib.h>
#include "../IsometricMap/isometricMap.h"
#include "../Textures/textureIDs.h"
#include "../definitions.h"
#include "../Textures/animationHandler.h"
#include "../Textures/animation.h"
#include "../Textures/textureatlas.h"
@ -52,16 +52,16 @@ Sprite * SpriteCreate(TextureAtlas *atlas, int textureID, int x, int y){
//AnimationHandler create
Animation **animations = 0;
if(textureID == TE_worker){
if(textureID == TE_WORKER){
animations = atlas->workerAnimations;
}
else if(textureID == TE_cursor){
else if(textureID == TE_WORKER){
animations = atlas->cursorAnimation;
}
else if(textureID == TE_building){
else if(textureID == TE_BUILDING){
animations = atlas->buildingAnimation;
}
else if(textureID == TE_baustelle){
else if(textureID == TE_BAUSTELLE){
animations = atlas->baustelleAnimation;
}
else{

@ -5,13 +5,14 @@
#include "stdio.h"
TextureAtlas * TextureAtlasInit(){
TextureAtlas *textures = malloc(sizeof(TextureAtlas));
TextureAtlas *new = malloc(sizeof(TextureAtlas));
TextureAtlasLoadTextures(new->textures);
//LoadCursorTextures(textures->cursorTextures, textures->cursorAnimation);
//LoadWorkerTextures(textures->workerTextures);
//LoadWorkerAnimations(textures->workerAnimations, textures->workerTextures);
LoadCursorTextures(textures->cursorTextures, textures->cursorAnimation);
LoadWorkerTextures(textures->workerTextures);
LoadWorkerAnimations(textures->workerAnimations, textures->workerTextures);
/*
//Das soll nicht hier hin, bin aber zu faul :|
textures->building = LoadTexture("assets/building.png");
Animation *buildingAnimation = AnimationInit();
@ -24,8 +25,10 @@ TextureAtlas * TextureAtlasInit(){
textures->buildingAnimation[5] = buildingAnimation;
textures->buildingAnimation[6] = buildingAnimation;
textures->buildingAnimation[7] = buildingAnimation;
*/
//Das soll nicht hier hin, bin aber zu faul :|
/*
textures->baustelle = LoadTexture("assets/construction.png");
Animation *baustelleAnimation = AnimationInit();
AnimationInsertBack(baustelleAnimation, &textures->baustelle);
@ -37,31 +40,143 @@ TextureAtlas * TextureAtlasInit(){
textures->baustelleAnimation[5] = baustelleAnimation;
textures->baustelleAnimation[6] = baustelleAnimation;
textures->baustelleAnimation[7] = baustelleAnimation;
*/
return textures;
return new;
}
void TextureAtlasLoadTextures(TextureAtlas *atlas){
void TextureAtlasLoadTextures(Texture2D **textures){
int i;
for(i = 0; i < TE_AMOUNT; i++){
switch(i){
case TE_CURSOR:
//Laden
textures[TE_CURSOR] = malloc(2 * sizeof(Texture2D)); // So vielleicht
LoadCursorTextures(textures[TE_CURSOR]);
break;
case TE_WORKER:
// Laden
LoadEntityTextures(textures[TE_WORKER], "worker");
break;
case TE_BUILDING:
LoadMapObjectTextures(textures[TE_BUILDING], "building");
break;
case TE_BAUSTELLE:
LoadMapObjectTextures(textures[TE_BAUSTELLE], "baustelle");
break;
default:
printf("WARNING: TEXTUREATLAS TRIED LOADING NON DEFINED TEXTUREID!!\n");
}
}
}
void LoadEntityTextures(Texture2D *atlasrow, char *directoryPrefix){
// Das klappt so nicht
atlasrow = malloc(TE_ENTITY_LENGTH * sizeof(Texture2D));
// pathToFile wird erstellt. z.B. assets/entities/ + worker ---> assets/entities/worker/
char pathToFile[50] = "assets/entities/";
strcat(pathToFile, directoryPrefix);
strcat(pathToFile, "/");
char animation[30] = "walk";
char filename[100];
char number[3] = "";
char ending[5] = ".png";
// Since some Images need to be flipped, we have fewer pngs than textures later loaded. i counts textures
// file counts the filename and is incremented manually when needed
int i;
int file = 0;
for(i = 0; i < TE_ENTITY_LENGTH; i++){
// Concatenate the correct string for the filename assets/worker/ + walk + - + 5 + .png
sprintf(number, "%d", file);
strcat(filename, pathToFile);
strcat(filename, animation);
strcat(filename, "-");
strcat(filename, number);
strcat(filename, ending);
//printf("file:%s:file\n", filename);
// Set correct values for next iteration
int lol = i % 8;
if(lol == 0){
atlasrow[i] = LoadTexture(filename);
printf("\n");
file++;
}
else if(lol == 2){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
atlasrow[i] = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 4){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
atlasrow[i] = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 6){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
atlasrow[i] = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 7){
atlasrow[i] = LoadTexture(filename);
printf("\n");
file++;
}
else{
atlasrow[i] = LoadTexture(filename);
printf("\n");
}
strcpy(filename, "");
strcpy(number, "");
if(i == 39){
strcpy(animation, "arbeiten");
file = 0;
}
else if(i == 79){
strcpy(animation, "die");
file = 0;
}
}
}
void LoadMapObjectTextures(Texture2D *atlasrow, char *directoryPrefix){
atlasrow = malloc(TE_MAPOBJECT_LENGTH * sizeof(Texture2D));
// pathToFile wird erstellt. z.B. assets/mapobjects/ + building ---> assets/mapobjects/building/
char pathToFile[50] = "assets/mapobjects/";
strcat(pathToFile, directoryPrefix);
strcat(pathToFile, "/");
//char animation[30] = "walk";
char filename[100];
//char number[3] = "";
char ending[5] = ".png";
strcat(filename, pathToFile);
strcat(filename, "idle");
strcat(filename, ending);
atlasrow[0] = LoadTexture(filename);
}
void LoadCursorTextures(Texture2D *cursorTextures, Animation **cursorAnimation){
*cursorTextures = LoadTexture("assets/cursor.gif");
*(cursorTextures + 1) = LoadTexture("assets/cursor_down.gif");
void LoadCursorTextures(Texture2D *cursorTextures){
cursorTextures = malloc(2 * sizeof(Texture2D));
Animation *new = AnimationInit();
AnimationInsertBack(new, cursorTextures);
cursorAnimation[0] = new;
cursorTextures[0] = LoadTexture("assets/cursor.gif");
cursorTextures[1] = LoadTexture("assets/cursor_down.gif");
}
void LoadWorkerTextures(Texture2D *workerTextures){

@ -25,8 +25,11 @@ typedef struct TextureAtlas{
// Initialize the full TextureAtlas struct with all Textures used in the game
TextureAtlas * TextureAtlasInit();
void TextureAtlasLoadTextures(TextureAtlas *atlas);
void LoadCursorTextures(Texture2D *cursorTextures, Animation **cursorAnimation);
void TextureAtlasLoadTextures(Texture2D **textures);
void LoadCursorTextures(Texture2D *cursorTextures);
void LoadEntityTextures(Texture2D *atlasrow, char *directoryPrefix);
void LoadMapObjectTextures(Texture2D *atlasrow, char *directoryPrefix);
void LoadWorkerTextures(Texture2D *workerTextures);
void LoadWorkerAnimations(Animation **workerAnimations, Texture2D *workerTextures);

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