Difference between revisions of "Modules/game pawn"
From MSX Game Library
< Modules
Line 26: | Line 26: | ||
=== 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 frame, the duration of the frame in number of display cycles, and a function to call when the character reach a given frame of the animation. | + | Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation frame, the duration of the frame in number of display cycles, and a function to call when the character reach a given frame of the animation. Create a structure for each animation. You have to provide a complete list of all action that the pawn can do. |
'''Example:''' | '''Example:''' | ||
Line 41: | Line 41: | ||
− | === Define pawn's | + | === Define pawn's actions === |
− | + | An action is defined in the <tt>Game_Action</tt> structure and include a animation plus some parameters like the looping of the animation or a flag to determine if the action can be interrupted. | |
'''Examples:''' | '''Examples:''' | ||
− | + | <syntaxhighlight lang="C"> | |
− | const | + | const Game_Action g_AnimActions[] = |
− | { | + | { // Frames Number Loop? Interrupt? |
− | { | + | { g_FramesIdle, numberof(g_FramesIdle), true, true }, |
− | { | + | { g_FramesMove, numberof(g_FramesMove), true, true }, |
− | { | + | { g_FramesJump, numberof(g_FramesJump), true, true }, |
− | + | { g_FramesFall, numberof(g_FramesFall), true, true }, | |
− | { | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 14:13, 18 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.
Contents
Dependencies
Settings
- GAMEPAWN_USE_PHYSICS: Include collision and physics handling functions.
Usage
Define pawn's sprites
The visual of a pawn is defined 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.
Example:
A 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 };
Define pawn's animations
Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation frame, the duration of the frame in number of display cycles, and a function to call when the character reach a given frame of the animation. Create a structure for each animation. You have to provide a complete list of all action that the pawn can do.
Example:
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 { 16, 4, null }, { 24, 4, null }, };
Define pawn's actions
An action is defined in the Game_Action structure and include a animation plus some parameters like the looping of the animation or a flag to determine if the action can be interrupted.
Examples:
const Game_Action g_AnimActions[] = { // Frames Number Loop? Interrupt? { g_FramesIdle, numberof(g_FramesIdle), true, true }, { g_FramesMove, numberof(g_FramesMove), true, true }, { g_FramesJump, numberof(g_FramesJump), true, true }, { g_FramesFall, numberof(g_FramesFall), true, true }, };
Annexe
- See also : Sample program s_game