Added the dealer proper.
This commit is contained in:
@ -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) {
|
||||
|
Reference in New Issue
Block a user