Example character level animations.

This commit is contained in:
2023-01-18 23:53:39 -08:00
parent 821074dfc4
commit 985218b9bc
29 changed files with 388 additions and 44 deletions

View File

@ -32,11 +32,11 @@ tool_texture(texture_test texture_test.png)
tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
tool_language(language_jp ${DIR_GAME_ASSETS}/locale/jp.csv)
tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/sheet.png 1 2)
tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/sheet.png 1 3)
tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_alice 2048 2048 120)
tool_audio(audio_test borrowed/sample.wav)
tool_audio(audio_test borrowed/sample_long.wav)
add_dependencies(${DAWN_TARGET_NAME}
language_en

View File

@ -17,6 +17,7 @@ namespace Dawn {
public:
VisualNovelCharacter *vnCharacter;
SimpleTexturedShaderInterface *shaderInterface;
AnimationController *animation;
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
return std::vector<Asset*>{
@ -25,7 +26,10 @@ namespace Dawn {
};
}
DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id)
{
}
void prefabInit(AssetManager *man) override {
auto textureAsset = man->get<TextureAsset>("texture_death");
@ -34,17 +38,18 @@ namespace Dawn {
auto meshRenderer = this->addComponent<MeshRenderer>();
auto material = this->addComponent<Material>();
auto meshHost = this->addComponent<MeshHost>();
auto animation = this->addComponent<AnimationController>();
auto tiledSprite = this->addComponent<TiledSprite>();
tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
tiledSprite->setTile(0);
vnCharacter = this->addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = "character.death.name";
shaderInterface = this->addComponent<SimpleTexturedShaderInterface>();
shaderInterface->setTexture(&textureAsset->texture);
vnCharacter = this->addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = "character.death.name";
animation = this->addComponent<AnimationController>();
auto tiledSprite = this->addComponent<TiledSprite>();
tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
tiledSprite->setTile(0);
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
}

View File

@ -9,34 +9,23 @@
#include "prefabs/characters/DeathPrefab.hpp"
#include "scene/components/audio/AudioListener.hpp"
#include "scene/components/audio/AudioSource.hpp"
#include "visualnovel/events/characters/VisualNovelFadeCharacterEvent.hpp"
#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
namespace Dawn {
class Scene_1 : public PixelVNScene {
protected:
DeathPrefab *death;
AudioSource *source;
void onFinished() {
std::cout << "Finished" << std::endl;
source->rewind();
}
DeathPrefab *death2;
void vnStage() override {
PixelVNScene::vnStage();
this->death = DeathPrefab::create(this);
// this->death->vnCharacter.setOpacity(0);
this->death->vnCharacter->setOpacity(0);
auto sourceItem = this->createSceneItem();
source = sourceItem->addComponent<AudioSource>();
source->transform->setLocalPosition(glm::vec3(1, 0, 0));
source->eventFinished.addListener(this, &Scene_1::onFinished);
auto audio = this->game->assetManager.get<AudioAsset>("audio_test");
source->setAudioData(audio);
source->loop = true;
source->state = AUDIO_SOURCE_STATE_PLAYING;
this->death2 = DeathPrefab::create(this);
this->death2->transform.setLocalPosition(glm::vec3(100, 0, 0));
}
void onSceneEnded() {
@ -51,12 +40,29 @@ namespace Dawn {
IVisualNovelEvent * getVNEvent() override {
auto start = new VisualNovelPauseEvent(vnManager, 1.0f);
start
// ->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
// ->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
->then(new VisualNovelBatchEvent(
vnManager,
std::vector<IVisualNovelEvent*>{
new VisualNovelFadeCharacterEvent(
vnManager,
this->death->vnCharacter,
true,
&easeLinear,
2.0f
),
new VisualNovelFadeCharacterEvent(
vnManager,
this->death2->vnCharacter,
false,
&easeLinear,
2.0f
)
}
))
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
;
return start;
}