Difference between revisions of "Modules/game pawn"

From MSX Game Library

< Modules

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=== 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 animations ===
+
=== Define pawn's actions ===
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.
+
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:'''
Push animation with function to trigger ‎<syntaxhighlight lang="C">
+
‎<syntaxhighlight lang="C">
const Game_Frame g_FramePunch[] =
+
const Game_Action g_AnimActions[] =
{
+
{ //  Frames        Number                  Loop? Interrupt?
{ 0, 4, null }, // Display pattern 0 for 4 render cycles
+
{ g_FramesIdle, numberof(g_FramesIdle), true, true },
{ 8, 4, null },
+
{ g_FramesMove, numberof(g_FramesMove), true, true },
{ 8, 1, DoPunch }, // call function DoPunch() when Pawn is displaying this frame
+
{ g_FramesJump, numberof(g_FramesJump), true, true },
{ 16, 4, null },
+
{ g_FramesFall, numberof(g_FramesFall), true, true },
{ 24, 4, null },
 
 
};
 
};
 
‎</syntaxhighlight>
 
‎</syntaxhighlight>

Revision as of 15:13, 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.

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