Difference between revisions of "Modules/game pawn"

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< Modules

Line 43: Line 43:
  
 
=== Define pawn's animations ===
 
=== Define pawn's animations ===
 
+
Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation, the duration of the frame in number of display cycles, and a function to call when the character is at a given frame of the animation.
  
 
'''Examples:'''
 
'''Examples:'''
 +
Push animation with function to trigger ‎<syntaxhighlight lang="C">
 +
const Game_Frame g_FramePunch[] =
 +
{
 +
{ 0, 4, null }, // Display pattern 0 for 4 render cycles
 +
{ 8, 4, null },
 +
{ 8, 1, DoPunch }, // call function DoPunch() when Pawn is displaying this frame
 +
{ 24, 4, null },
 +
{ 32, 4, null },
 +
};
 +
‎</syntaxhighlight>

Revision as of 14:04, 14 February 2022

The game_pawn module handle character animation, rendering, collision and physics.

This module offer several structures the user can use to configure a pawn (a player, an enemy or any moving object) for rendering (multi-layers and flip/flap) and movement.

Dependencies

Settings

GAMEPAWN_USE_PHYSICS: Include collision and physics handling functions.

Usage

Define pawn's sprites

The visual of a pawn is displayed by one or more sprite layers. The Game_Sprite structure allows to define the parameters of each layer : The X/Y position of the layer relative to the Pawn, the pattern number offset from the pattern number defined in the animation, the sprite color and a special flag for display.

Examples:

Simple color sprite (1 layer): ‎
const Game_Sprite g_SpriteLayers[] =
{
	{ 0, 0, 0,  COLOR_WHITE, 0 }, // Sprite position offset: 0,0. Pattern offset: 0. Color: White. No special flag
};
‎
Two color sprite (2 layer): ‎
const Game_Sprite g_SpriteLayers[] =
{
	{ 0, 0, 0,  COLOR_WHITE, 0 }, // Sprite position offset: 0,0. Pattern offset: 0. Color: White. No special flag
	{ 0, -8, 4,  COLOR_GRAY, 0 }, // Sprite position offset: 0,-8. Pattern offset: 4. Color: Gray. No special flag
};
‎
3 layers sprite with auto-switch (to generate more color by flickering) ‎
const Game_Sprite g_SpriteLayers[] =
{
	{ 0, 0, 0,  COLOR_BLACK, PAWN_SPRITE_EVEN }, // Sprite used only on 'even' frame number
	{ 0, 0, 12, COLOR_BLACK, PAWN_SPRITE_ODD }, // Sprite used only on 'odd' frame number
	{ 0, 0, 4,  COLOR_WHITE, 0 },
	{ 0, 0, 8,  COLOR_LIGHT_RED, 0 },
};
‎

Define pawn's animations

Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation, the duration of the frame in number of display cycles, and a function to call when the character is at a given frame of the animation.

Examples:

Push animation with function to trigger ‎
const Game_Frame g_FramePunch[] =
{
	{ 0,	4,	null }, // Display pattern 0 for 4 render cycles
	{ 8,	4,	null },
	{ 8,	1,	DoPunch }, // call function DoPunch() when Pawn is displaying this frame
	{ 24,	4,	null },
	{ 32,	4,	null },
};
‎