project-ely/internal/animation/penguin_animations.go

86 lines
3.0 KiB
Go

package animation
import (
"math/rand"
"git.wisellama.rocks/Project-Ely/project-ely/internal/sprite"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
PENGUIN_DEFAULT = PENGUIN_STATIONARY_RIGHT
)
var penguinAnimations []int
func DefinePenguinAnimations() {
filename := sprite.DELILAHWALKING
penguinAnimations = make([]int, 0)
penguinAnimations = append(penguinAnimations, PENGUIN_WALK_RIGHT)
penguinAnimations = append(penguinAnimations, PENGUIN_WALK_LEFT)
penguinAnimations = append(penguinAnimations, PENGUIN_WALK_UP)
penguinAnimations = append(penguinAnimations, PENGUIN_WALK_DOWN)
penguinAnimations = append(penguinAnimations, PENGUIN_STATIONARY_RIGHT)
penguinAnimations = append(penguinAnimations, PENGUIN_STATIONARY_LEFT)
penguinAnimations = append(penguinAnimations, PENGUIN_STATIONARY_UP)
penguinAnimations = append(penguinAnimations, PENGUIN_STATIONARY_DOWN)
var (
dimensions rl.Vector2
offset rl.Vector2
center rl.Vector2
length int
speed int
border int
)
dimensions = rl.Vector2{X: 13, Y: 17}
// Walking Right is in the spritesheet.
speed = 5
offset = rl.Vector2{X: 0, Y: 1}
length = 5
border = 1 // optional border around each sprite
center = getCenter(dimensions) // center is for rotation, nil will default to w/2 h/2
walkRight := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_WALK_RIGHT] = NewEntityAnimation(walkRight, speed, length, 0, center, FLIP_NONE)
// Walking Left is just that flipped.
AnimationMap[PENGUIN_WALK_LEFT] = NewEntityAnimation(walkRight, speed, length, 0, center, FLIP_HORIZONTAL)
// Stationary Right/Left is just the first frame.
length = 1
stationaryRight := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_STATIONARY_RIGHT] = NewEntityAnimation(stationaryRight, speed, length, 0, center, FLIP_NONE)
AnimationMap[PENGUIN_STATIONARY_LEFT] = NewEntityAnimation(stationaryRight, speed, length, 0, center, FLIP_HORIZONTAL)
// Walk Up
length = 4
offset = rl.Vector2{X: 0, Y: 3}
walkUp := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_WALK_UP] = NewEntityAnimation(walkUp, speed, length, 0, center, FLIP_NONE)
// Stationary Up
length = 1
stationaryUp := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_STATIONARY_UP] = NewEntityAnimation(stationaryUp, speed, length, 0, center, FLIP_NONE)
// Walk Down
length = 4
offset = rl.Vector2{X: 0, Y: 0}
walkDown := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_WALK_DOWN] = NewEntityAnimation(walkDown, speed, length, 0, center, FLIP_NONE)
// Stationary Down
length = 1
stationaryDown := sprite.NewAnimation(filename, dimensions, offset, length, border)
AnimationMap[PENGUIN_STATIONARY_DOWN] = NewEntityAnimation(stationaryDown, speed, length, 0, center, FLIP_NONE)
}
func RandomPenguinAnimation() int {
n := len(penguinAnimations)
i := rand.Intn(n)
return penguinAnimations[i]
}