1 /* 2 C-Dogs SDL 3 A port of the legendary (and fun) action/arcade cdogs. 4 Copyright (c) 2013-2017, 2019-2020 Cong Xu 5 All rights reserved. 6 7 Redistribution and use in source and binary forms, with or without 8 modification, are permitted provided that the following conditions are met: 9 10 Redistributions of source code must retain the above copyright notice, this 11 list of conditions and the following disclaimer. 12 Redistributions in binary form must reproduce the above copyright notice, 13 this list of conditions and the following disclaimer in the documentation 14 and/or other materials provided with the distribution. 15 16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 19 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 20 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 21 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 22 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 23 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 24 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 25 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 26 POSSIBILITY OF SUCH DAMAGE. 27 */ 28 #pragma once 29 30 #include <stdbool.h> 31 32 // TODO: run + walk 33 typedef enum 34 { 35 ACTORANIMATION_STAND, 36 ACTORANIMATION_IDLE, 37 ACTORANIMATION_WALKING 38 } ActorAnimation; 39 40 // Frames representing head idle animation (look left, look right) 41 typedef enum 42 { 43 IDLEHEAD_NORMAL, 44 IDLEHEAD_LEFT, 45 IDLEHEAD_RIGHT 46 } IdleHead; 47 48 // TODO: data-driven custom per-character animations 49 #define ANIMATION_MAX_FRAMES 8 50 typedef struct 51 { 52 ActorAnimation Type; 53 int frame; 54 int frames[ANIMATION_MAX_FRAMES]; 55 int ticksPerFrame[ANIMATION_MAX_FRAMES]; 56 float frameCounter; 57 bool randomFrames; 58 // Flag for whether we entered a new frame 59 // Used for some frame-triggered effects like sounds 60 bool newFrame; 61 } Animation; 62 63 Animation AnimationGetActorAnimation(const ActorAnimation aa); 64 int AnimationGetFrame(const Animation *a); 65 void AnimationUpdate(Animation *a, const float ticks); 66