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#include "textureatlas.h"
#include "stdlib.h"
#include "raylib.h"
#include "string.h"
#include "stdio.h"
TextureAtlas * TextureAtlasInit(){
TextureAtlas *new = malloc(sizeof(TextureAtlas));
TextureAtlasLoadTextures(new->textures);
//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();
AnimationInsertBack(buildingAnimation, &textures->building);
textures->buildingAnimation[0] = buildingAnimation;
textures->buildingAnimation[1] = buildingAnimation;
textures->buildingAnimation[2] = buildingAnimation;
textures->buildingAnimation[3] = buildingAnimation;
textures->buildingAnimation[4] = buildingAnimation;
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);
textures->baustelleAnimation[0] = baustelleAnimation;
textures->baustelleAnimation[1] = baustelleAnimation;
textures->baustelleAnimation[2] = baustelleAnimation;
textures->baustelleAnimation[3] = baustelleAnimation;
textures->baustelleAnimation[4] = baustelleAnimation;
textures->baustelleAnimation[5] = baustelleAnimation;
textures->baustelleAnimation[6] = baustelleAnimation;
textures->baustelleAnimation[7] = baustelleAnimation;
*/
return new;
}
void TextureAtlasLoadTextures(Texture2D **textures){
int i;
for(i = 0; i < TE_AMOUNT; i++){
switch(i){
case TE_CURSOR:
textures[TE_CURSOR] = malloc(2 * sizeof(Texture2D)); // So vielleicht
LoadCursorTextures(textures[TE_CURSOR]);
break;
case TE_WORKER:
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){
cursorTextures = malloc(2 * sizeof(Texture2D));
cursorTextures[0] = LoadTexture("assets/cursor.gif");
cursorTextures[1] = LoadTexture("assets/cursor_down.gif");
}
void LoadWorkerTextures(Texture2D *workerTextures){
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;
}
}