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#include "textureatlas.h"
#include "stdlib.h"
#include "raylib.h"
#include "string.h"
#include "stdio.h"
TextureAtlas * TextureAtlasInit(){
TextureAtlas *textures = (TextureAtlas *) malloc(sizeof(TextureAtlas));
LoadCursorTextures(textures->cursorTextures, textures->cursorAnimation);
LoadWorkerTextures(textures->workerTextures);
LoadWorkerAnimations(textures->workerAnimations, textures->workerTextures);
return textures;
}
void LoadCursorTextures(Texture2D *cursorTextures, Animation **cursorAnimation){
*cursorTextures = LoadTexture("assets/cursor.gif");
*(cursorTextures + 1) = LoadTexture("assets/cursor_down.gif");
Animation *new = AnimationInit();
AnimationInsertBack(new, cursorTextures);
cursorAnimation[0] = new;
}
void LoadWorkerTextures(Texture2D *workerTextures){
/*
Image worker1flip = LoadImage("assets/worker/worker-1.png");
ImageFlipHorizontal(&worker1flip);
Image worker2flip = LoadImage("assets/worker/worker-2.png");
ImageFlipHorizontal(&worker2flip);
Image worker3flip = LoadImage("assets/worker/worker-3.png");
ImageFlipHorizontal(&worker3flip);
textures->workerTextures[6] = LoadTexture("assets/worker/worker-0.png");
textures->workerTextures[5] = LoadTexture("assets/worker/worker-1.png");
textures->workerTextures[7] = LoadTextureFromImage(worker1flip);
textures->workerTextures[4] = LoadTexture("assets/worker/worker-2.png");
textures->workerTextures[0] = LoadTextureFromImage(worker2flip);
textures->workerTextures[3] = LoadTexture("assets/worker/worker-3.png");
textures->workerTextures[1] = LoadTextureFromImage(worker3flip);
textures->workerTextures[2] = LoadTexture("assets/worker/worker-4.png");
assets/worker/umackern-20.png
*/
char beginning[30] = "assets/worker/walk-";
char filename[30] = "";
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 < 104; i++){
// Concatenate the correct string for the filename (beginning + i + ending)
sprintf(number, "%d", file);
strcat(filename, beginning);
strcat(filename, number);
strcat(filename, ending);
//printf("file:%s:file\n", filename);
// Set correct values for next iteration
int lol = i % 8;
// TODO: walk und umackern läuft nicht bis 24 sondern nur 23
if(lol == 0){
*(workerTextures + i) = LoadTexture(filename);
printf("\n");
file++;
}
else if(lol == 2){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
*(workerTextures + i) = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 4){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
*(workerTextures + i) = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 6){
Image tmp = LoadImage(filename);
ImageFlipHorizontal(&tmp);
*(workerTextures + i) = LoadTextureFromImage(tmp);
printf("flipped\n");
file++;
}
else if(lol == 7){
*(workerTextures + i) = LoadTexture(filename);
printf("\n");
file++;
}
else{
*(workerTextures + i) = LoadTexture(filename);
printf("\n");
}
strcpy(filename, "");
strcpy(number, "");
if(i == 39){
strcpy(beginning, "assets/worker/umackern-");
file = 0;
}
else if(i == 79){
strcpy(beginning, "assets/worker/die-");
file = 0;
}
}
}
void LoadWorkerAnimations(Animation **workerAnimations, Texture2D *workerTextures){
int i;
int j;
int frame = 0;
for(i=0; i < 24; i++){
frame = i;
Animation *newAnimation = AnimationInit();
int obergrenze;
if(frame <= 79){
obergrenze = 5;
}
else{
obergrenze = 3;
}
for(j = 0; j < obergrenze; j++){
AnimationInsertBack(newAnimation, (workerTextures+frame));
frame += 8;
}
workerAnimations[i] = newAnimation;
}
}