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https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
feat: improve action animations
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@@ -1,6 +1,7 @@
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#include "BoardRenderer.h"
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#include "game/Board.h"
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#include "core/Time.h"
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#include "utils/Tools.h"
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#include <iostream>
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BoardRenderer::BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, TextureManager* textureManager) :
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m_Width(WIDTH),
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@@ -114,7 +115,8 @@ void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece)
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float progess = m_pieceGrowStatus.currentTime / m_pieceGrowStatus.animationDuration;
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m_textureManager->destoryTexture(rect, color);
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auto renderColor = color;
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renderColor.a = 255 * progess;
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renderColor.a = Tools::smoothMove(progess, 0, 255);
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auto texture = m_textureManager->createTextureFromRect(rect, renderColor);
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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continue;
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@@ -167,21 +169,42 @@ void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece)
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continue;
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}
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if (m_pieceMoveStatus.isAnimating && col == m_pieceMoveStatus.toCol && row == m_pieceMoveStatus.toRow) {
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//SDL_Log("rendering..\n");
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m_pieceMoveStatus.currentTime += Time::deltaTime();
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if (m_pieceMoveStatus.currentTime > m_pieceMoveStatus.animationDuration) {
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m_pieceMoveStatus.currentTime = m_pieceMoveStatus.animationDuration;
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m_pieceMoveStatus.isAnimating = false;
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}
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float progess = m_pieceMoveStatus.currentTime / m_pieceMoveStatus.animationDuration;
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auto renderRect = m_pieceMoveStatus.fromPieceRect;
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renderRect.x += m_pieceMoveStatus.distanceCol * progess;
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renderRect.y += m_pieceMoveStatus.distanceRow * progess;
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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} else {
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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if (m_pieceMoveStatus.isAnimating && col == m_pieceMoveStatus.toCol && row == m_pieceMoveStatus.toRow) {
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//SDL_Log("rendering..\n");
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m_pieceMoveStatus.currentTime += Time::deltaTime();
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if (m_pieceMoveStatus.currentTime > m_pieceMoveStatus.animationDuration) {
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m_pieceMoveStatus.currentTime = m_pieceMoveStatus.animationDuration;
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m_pieceMoveStatus.isAnimating = false;
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}
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float progess = m_pieceMoveStatus.currentTime / m_pieceMoveStatus.animationDuration;
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auto renderRect = m_pieceMoveStatus.fromPieceRect;
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renderRect.x += Tools::smoothMove(progess, 0, m_pieceMoveStatus.distanceCol);
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renderRect.y += Tools::smoothMove(progess, 0, m_pieceMoveStatus.distanceRow);
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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continue;
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}
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if (m_pieceFightStatus.isAnimating && col == m_pieceFightStatus.fromCol && row == m_pieceFightStatus.fromRow) {
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m_pieceFightStatus.currentTime += Time::deltaTime();
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if (m_pieceFightStatus.currentTime > m_pieceFightStatus.animationDuration) {
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m_pieceFightStatus.currentTime = m_pieceFightStatus.animationDuration;
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m_pieceFightStatus.isAnimating = false;
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}
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float progess = m_pieceFightStatus.currentTime / m_pieceFightStatus.animationDuration;
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auto renderRect = m_pieceFightStatus.fromPieceRect;
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float cX = m_pieceFightStatus.distanceCol * 0.5f;
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float cY = m_pieceFightStatus.distanceRow * 0.5f;
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renderRect.x = Tools::pingPongSpring(progess, renderRect.x, cX);
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renderRect.y = Tools::pingPongSpring(progess, renderRect.y, cY);
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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continue;
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}
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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@@ -378,6 +401,18 @@ void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int
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1.0f
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};
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break;
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case (GamePieceEvent::FIGHT_PIECE):
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m_pieceFightStatus = {
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fromRow, fromCol,
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toRow, toCol,
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toY - fromY,
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toX - fromX,
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0.0f,
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true,
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rect,
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1.0f
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};
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break;
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default:
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break;
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}
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