Restoring blinking

This commit is contained in:
2021-11-02 09:09:24 -07:00
parent 6d6982c160
commit ac4d3bdc4a
9 changed files with 62 additions and 30 deletions

View File

@ -7,7 +7,6 @@
#include "vncharacter.h"
void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
character->x = 0;
character->y = 0;
@ -22,6 +21,12 @@ void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
character->layerCount = 0;
character->texture = texture;
character->layerEyes = 0xFF;
character->layerMouth = 0xFF;
character->layerEyebrows = 0xFF;
character->breathing = true;
character->blinkStart = 0;
// Init the primitive.
primitiveInit(&character->primitive,
QUAD_VERTICE_COUNT * VN_CHARACTER_LAYERS_MAX,
@ -30,10 +35,25 @@ void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
}
void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
float t;
float t, n;
float speed, amount;
// Setup frames based on the emotion.
if(character->layerEyes != 0xFF) {
n = (engine->time.current-character->blinkStart)*VN_CHARACTER_BLINK_SPEED;
if(n > 1.0f) {
character->blinkStart = engine->time.current + randFloatRange(
1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
);
} else if(n > 0) {
n = (
easeInQuad(animForwardAndBackwardScaled(n)) *
character->layers[character->layerEyes].frames
);
vnCharacterLayerSetFrame(character, character->layerEyes, (int32_t)n);
}
}
// mouth = character->emotion % 0x04;
// eyes = (character->emotion/0x04) % 0x04;
// eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
@ -76,14 +96,19 @@ void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
// }
// Update the scale frames for breathing / talk breathing
speed = 0.2f;
amount = 90.0f;
t = animForwardAndBackwardScaled(
mathModFloat(engine->time.current, 1 / speed) * speed
);
t = easeInOutQuad(t) / amount - (1/(amount*2));
character->scaleX = 1 + t;
character->scaleY = 1 - t;
if(character->breathing) {
speed = 0.2f;
amount = 90.0f;
t = animForwardAndBackwardScaled(
mathModFloat(engine->time.current, 1 / speed) * speed
);
t = easeInOutQuad(t) / amount - (1/(amount*2));
character->scaleX = 1 + t;
character->scaleY = 1 - t;
} else {
character->scaleX = 1;
character->scaleY = 1;
}
}