Added the dealer proper.

This commit is contained in:
2021-08-23 09:29:53 -07:00
parent 87e7f599a6
commit 0cd19e7b7c
11 changed files with 244 additions and 75 deletions

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@ -0,0 +1,20 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "animation.h"
float animForwardAndBackward(float t) {
return (t < 0.5 ? t : 1 - t);
}
float animForwardAndBackwardScaled(float t) {
return animForwardAndBackward(t) * 2.0f;
}
float animTimeScaleFromFrameTime(int32_t frames, float time) {
return 1.0f / (float)frames / time;
}

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@ -0,0 +1,37 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include <dawn/dawn.h>
/**
* Animation tool for converting 0-1 space into a 0-0.5 back to zero space. This
* is intended to make a "Forward then backwards" effect for animation. This
* method will not scale t.
* @param t Time in space to back and fourth on between 0 and 1.
* @returns Forward and backwards time. 0 to 0.5 are as such, 0.5 to 1 are from
* 0.5 to 0.
*/
float animForwardAndBackward(float t);
/**
* Animation tool for converting 0-1 space into a 0-1-0 space. Scaled version of
* animForwardAndBackward().
* @param t Time in space to back and fourth on between 0 and 1.
* @returns Forward and backwards time.
*/
float animForwardAndBackwardScaled(float t);
/**
* Returns the time scale (speed to multiply time range by) for a given frame
* time and frame count. E.g. 3 frames at 0.5 time each would have a time scale
* of 1.5.
*
* @param frames Frames to get the scale of.
* @param time Time to get the scale of.
* @return The time scale.
*/
float animTimeScaleFromFrameTime(int32_t frames, float time);

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@ -13,7 +13,7 @@ void skywallInit(primitive_t *primitive) {
vertice_t vertices[SKYWALL_VERTICE_COUNT];
indice_t indices[SKYWALL_INDICE_COUNT];
int32_t n, i, j;
float x, z, p, r;
float x, y, z, p, r;
// For each slice. We iterate slices+1 to do the wrapping mentioned below.
for(i = 0; i < SKYWALL_SLICE_COUNT+1; i++) {
@ -33,12 +33,13 @@ void skywallInit(primitive_t *primitive) {
// Determine the X/Z for the given radian
x = SKYWALL_SIZE * (float)cos(r);
z = SKYWALL_SIZE * (float)sin(r);
y = SKYWALL_SIZE * 1.333f;
// Get the start index for the ertices
n = i * SKYWALL_VERTICES_PER_SLICE;
vertices[n].x = x, vertices[n].y = -SKYWALL_SIZE, vertices[n].z = z;
vertices[n].x = x, vertices[n].y = -y, vertices[n].z = z;
vertices[n].u = p, vertices[n].v = 1;
vertices[n+1].x = x, vertices[n+1].y = SKYWALL_SIZE, vertices[n+1].z = z;
vertices[n+1].x = x, vertices[n+1].y = y, vertices[n+1].z = z;
vertices[n+1].u = p, vertices[n+1].v = 0;
if(i == SKYWALL_SLICE_COUNT) continue;

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@ -23,6 +23,6 @@
#define SKYWALL_INDICE_COUNT SKYWALL_INDICES_PER_SLICE*SKYWALL_SLICE_COUNT
/** How big the skywall cylinder is */
#define SKYWALL_SIZE 100
#define SKYWALL_SIZE 10
void skywallInit(primitive_t *primitive);

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@ -26,7 +26,16 @@ bool pokerGameInit(game_t *game) {
1000, 1920,
367,256, 280,280
);
pokerGame->scene.characterCount = 1;
vnCharacterInit(pokerGame->scene.characters + 1, &pokerGame->assets.pennyTexture,
1000, 1920,
367,256, 280,280
);
(pokerGame->scene.characters + 0)->x -= 0.3f;
(pokerGame->scene.characters + 1)->x += 0.3f;
(pokerGame->scene.characters + 1)->talking = true;
pokerGame->scene.characterCount = 2;
// Initialize the UI.

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@ -14,9 +14,9 @@ void vnCharacterInit(
int32_t faceX, int32_t faceY,
int32_t faceWidth, int32_t faceHeight
) {
character->x = 0.5f;
character->y = -1.17f;
character->z = -0.35f;
character->x = 0;
character->y = -2.2f;
character->z = -0.3f;
character->yaw = 0;
character->pitch = 0;
@ -26,16 +26,9 @@ void vnCharacterInit(
character->scaleY = 1;
character->texture = texture;
character->talking = true;
character->talking = false;
character->blinkStart = 0;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
);
character->baseWidth = baseWidth;
character->baseHeight = baseHeight;
character->faceX = faceX;
@ -43,13 +36,21 @@ void vnCharacterInit(
character->faceWidth = faceWidth;
character->faceHeight = faceHeight;
character->emotion = VN_CHARACTER_EMOTION_HAPPY;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
);
// Buffer the base quad, this never changes (currently)
_vnCharacterBuffer(character,
0, 0, baseWidth, baseHeight, 0, 0, 0
);
_vnCharacterFaceBuffer(character, 0, 0, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, 0, 1, VN_CHARACTER_QUAD_EYES);
_vnCharacterFaceBuffer(character, 0, 2, VN_CHARACTER_QUAD_MOUTH);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYES);
_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_MOUTH);
}
void _vnCharacterBuffer(vncharacter_t *character,
@ -77,63 +78,78 @@ void _vnCharacterBuffer(vncharacter_t *character,
}
void _vnCharacterFaceBuffer(vncharacter_t *character,
int32_t col, int32_t row, int32_t i
int32_t col, int32_t i
) {
_vnCharacterBuffer(character,
character->faceX, character->faceY,
character->faceWidth, character->faceHeight,
character->baseWidth + (character->faceWidth * col),
character->faceHeight * row,
character->faceHeight * (i -1),
i
);
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
float n;
uint8_t eyes, mouth, eyebrows;
float t;
// Update the blinking frames
n = (engine->time.current - character->blinkStart) * 3.0f;
if(n > 1.0f) {
character->blinkStart = engine->time.current + randFloatRange(
1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
);
} else if(n > 0) {
n = easeInQuad(easeTimeToForwardAndBackward(n) * 4);
_vnCharacterFaceBuffer(character,
(int32_t)n, 1, VN_CHARACTER_QUAD_EYES
);
}
// Setup frames based on the emotion.
mouth = character->emotion % 0x04;
eyes = (character->emotion/0x04) % 0x04;
eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
// Updating the talking frames
_vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
_vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
if(character->talking) {
n = easeTimeToForwardAndBackward(fmod(engine->time.current * 1.6, 1)) * 6;
_vnCharacterFaceBuffer(character,
(int32_t)n, 2, VN_CHARACTER_QUAD_MOUTH
);
} else {
_vnCharacterFaceBuffer(character,
0, 2, VN_CHARACTER_QUAD_MOUTH
);
t = animForwardAndBackwardScaled(mathModFloat(
engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
));
mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
}
_vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
// Update the scale frames for talking/breathing
// float n;
// // Update the blinking frames
// n = (engine->time.current - character->blinkStart) * 3.0f;
// if(n > 1.0f) {
// character->blinkStart = engine->time.current + randFloatRange(
// 1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
// );
// } else if(n > 0) {
// n = easeInQuad(easeTimeToForwardAndBackward(n) * 4);
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 1, VN_CHARACTER_QUAD_EYES
// );
// }
// if(character->talking) {
// n = easeTimeToForwardAndBackward(
// mathModFloat(engine->time.current * 1.6, 1)
// ) * 6.0f;
// _vnCharacterFaceBuffer(character,
// (int32_t)n, 2, VN_CHARACTER_QUAD_MOUTH
// );
// } else {
// _vnCharacterFaceBuffer(character,
// 0, 2, VN_CHARACTER_QUAD_MOUTH
// );
// }
// Update the scale frames for breathing / talk breathing
float speed, amount;
if(character->talking) {
speed = 1.0f;
amount = 400.0f;
} else {
speed = 0.4f;
amount = 400.0f;
// n = easeTimeToForwardAndBackward(fmod(engine->time.current, speed) / speed)*2;
// n = easeInOutCubic(n) / amount - (1/(amount*2));
// character->scaleX = 1 + n;
// character->scaleY = 1 + n*2;
}
n = easeTimeToForwardAndBackward(fmod(engine->time.current, 1 / speed) * speed) * 2.0f;
n = easeInOutQuad(n) / amount - (1/(amount*2));
character->scaleX = 1 + n;
character->scaleY = 1 - n;
speed = 0.2f;
amount = 300.0f;
t = animForwardAndBackwardScaled(
mathModFloat(engine->time.current, 1 / speed) * speed
);
t = easeInOutQuad(t) / amount - (1/(amount*2));
character->scaleX = 1 + t;
character->scaleY = 1 - t;
}
void vnCharacterRender(vncharacter_t *character, shader_t *shader) {

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@ -12,6 +12,7 @@
#include "../display/primitive.h"
#include "../display/shader.h"
#include "../display/primitives/quad.h"
#include "../display/animation/animation.h"
/**
* Initialize a VN Character.
@ -55,12 +56,9 @@ void _vnCharacterBuffer(vncharacter_t *character,
*
* @param character Character to buffer to.
* @param col Face Column.
* @param row Face Row.
* @param i Quad index to buffer to.
*/
void _vnCharacterFaceBuffer(vncharacter_t *character,
int32_t col, int32_t row, int32_t i
);
void _vnCharacterFaceBuffer(vncharacter_t *character, int32_t col, int32_t i);
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine);
void vnCharacterRender(vncharacter_t *character, shader_t *shader);

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@ -35,8 +35,8 @@ void vnSceneDispose(vnscene_t *scene) {
void vnSceneRenderWorld(vnscene_t *scene, engine_t *engine, shader_t *shader) {
// Adjust 3D Space position
cameraLookAt(&scene->camera,
0.5, 0.5, 0.75,
0.5, 0.5, -0.5
0.5, -0.5f, 0.5f,
0.5, -0.5f, -0.5
);
// Set Camera Perspective