add anim and transitions and re-org lua api scripts

This commit is contained in:
asrael 2025-11-15 11:40:27 -06:00
parent a15d0db902
commit 27b6459b9a
24 changed files with 1857 additions and 573 deletions

View file

@ -1,534 +1,174 @@
local ffi = require("ffi")
local C = ffi.C
local game = _pxl8_game
local gfx = _pxl8_gfx
local input = _pxl8_input
local ui = _pxl8_ui
local core = require("pxl8.core")
local graphics = require("pxl8.graphics")
local input = require("pxl8.input")
local vfx = require("pxl8.vfx")
local particles = require("pxl8.particles")
local tilemap = require("pxl8.tilemap")
local gfx3d = require("pxl8.gfx3d")
local math3d = require("pxl8.math")
local ui = require("pxl8.ui")
local world = require("pxl8.world")
local transition = require("pxl8.transition")
local anim = require("pxl8.anim")
core.init(_pxl8_game, _pxl8_gfx, _pxl8_input, _pxl8_ui)
local pxl8 = {}
function pxl8.clr(color)
C.pxl8_clr(gfx, color or 0)
end
function pxl8.pixel(x, y, color)
if color then
C.pxl8_pixel(gfx, x, y, color)
else
return C.pxl8_get_pixel(gfx, x, y)
end
end
function pxl8.line(x0, y0, x1, y1, color)
C.pxl8_line(gfx, x0, y0, x1, y1, color)
end
function pxl8.rect(x, y, w, h, color)
C.pxl8_rect(gfx, x, y, w, h, color)
end
function pxl8.rect_fill(x, y, w, h, color)
C.pxl8_rect_fill(gfx, x, y, w, h, color)
end
function pxl8.circle(x, y, r, color)
C.pxl8_circle(gfx, x, y, r, color)
end
function pxl8.circle_fill(x, y, r, color)
C.pxl8_circle_fill(gfx, x, y, r, color)
end
function pxl8.text(str, x, y, color)
C.pxl8_text(gfx, str, x or 0, y or 0, color or 15)
end
function pxl8.sprite(id, x, y, w, h, flip_x, flip_y)
C.pxl8_sprite(gfx, id or 0, x or 0, y or 0, w or 16, h or 16, flip_x or false, flip_y or false)
end
function pxl8.get_fps()
return C.pxl8_game_get_fps(game)
end
function pxl8.get_width()
return C.pxl8_gfx_get_width(gfx)
end
function pxl8.get_height()
return C.pxl8_gfx_get_height(gfx)
end
function pxl8.load_palette(filepath)
return C.pxl8_gfx_load_palette(gfx, filepath)
end
function pxl8.load_sprite(filepath)
local sprite_id = ffi.new("unsigned int[1]")
local result = C.pxl8_gfx_load_sprite(gfx, filepath, sprite_id)
if result == 0 then
return sprite_id[0]
else
return nil, result
end
end
function pxl8.create_texture(pixels, width, height)
local pixel_data = ffi.new("u8[?]", width * height)
for i = 0, width * height - 1 do
pixel_data[i] = pixels[i + 1] or 0
end
local result = C.pxl8_gfx_create_texture(gfx, pixel_data, width, height)
if result < 0 then
return nil
end
return result
end
function pxl8.upload_atlas()
C.pxl8_gfx_upload_atlas(gfx)
end
function pxl8.info(msg)
C.pxl8_lua_info(msg)
end
function pxl8.warn(msg)
C.pxl8_lua_warn(msg)
end
function pxl8.error(msg)
C.pxl8_lua_error(msg)
end
function pxl8.debug(msg)
C.pxl8_lua_debug(msg)
end
function pxl8.trace(msg)
C.pxl8_lua_trace(msg)
end
function pxl8.key_down(key)
return C.pxl8_key_down(input, key)
end
function pxl8.key_pressed(key)
return C.pxl8_key_pressed(input, key)
end
function pxl8.key_released(key)
return C.pxl8_key_released(input, key)
end
function pxl8.mouse_wheel_x()
return C.pxl8_mouse_wheel_x(input)
end
function pxl8.mouse_wheel_y()
return C.pxl8_mouse_wheel_y(input)
end
function pxl8.mouse_x()
return C.pxl8_mouse_x(input)
end
function pxl8.mouse_y()
return C.pxl8_mouse_y(input)
end
function pxl8.vfx_raster_bars(bars, time)
local c_bars = ffi.new("pxl8_raster_bar[?]", #bars)
for i, bar in ipairs(bars) do
c_bars[i-1].base_y = bar.base_y or 0
c_bars[i-1].amplitude = bar.amplitude or 10
c_bars[i-1].height = bar.height or 5
c_bars[i-1].speed = bar.speed or 1.0
c_bars[i-1].phase = bar.phase or 0
c_bars[i-1].color = bar.color or 15
c_bars[i-1].fade_color = bar.fade_color or bar.color or 15
end
C.pxl8_vfx_raster_bars(gfx, c_bars, #bars, time)
end
function pxl8.vfx_plasma(time, scale1, scale2, palette_offset)
C.pxl8_vfx_plasma(gfx, time, scale1 or 0.05, scale2 or 0.03, palette_offset or 0)
end
function pxl8.vfx_rotozoom(angle, zoom, cx, cy)
C.pxl8_vfx_rotozoom(gfx, angle, zoom, cx or pxl8.get_width()/2, cy or pxl8.get_height()/2)
end
function pxl8.vfx_tunnel(time, speed, twist)
C.pxl8_vfx_tunnel(gfx, time, speed or 2.0, twist or 0.5)
end
function pxl8.particles_new(max_count)
return C.pxl8_particles_create(max_count or 1000)
end
function pxl8.particles_destroy(ps)
C.pxl8_particles_destroy(ps)
end
function pxl8.particles_clear(ps)
C.pxl8_particles_clear(ps)
end
function pxl8.particles_emit(ps, count)
C.pxl8_particles_emit(ps, count or 1)
end
function pxl8.particles_update(ps, dt)
C.pxl8_particles_update(ps, dt)
end
function pxl8.particles_render(ps)
C.pxl8_particles_render(ps, gfx)
end
function pxl8.vfx_explosion(ps, x, y, color, force)
C.pxl8_vfx_explosion(ps, x, y, color or 15, force or 200.0)
end
function pxl8.vfx_fire(ps, x, y, width, palette_start)
C.pxl8_vfx_fire(ps, x, y, width or 50, palette_start or 64)
end
function pxl8.vfx_rain(ps, width, wind)
C.pxl8_vfx_rain(ps, width or pxl8.get_width(), wind or 0.0)
end
function pxl8.vfx_smoke(ps, x, y, color)
C.pxl8_vfx_smoke(ps, x, y, color or 8)
end
function pxl8.vfx_snow(ps, width, wind)
C.pxl8_vfx_snow(ps, width or pxl8.get_width(), wind or 10.0)
end
function pxl8.vfx_sparks(ps, x, y, color)
C.pxl8_vfx_sparks(ps, x, y, color or 15)
end
function pxl8.vfx_starfield(ps, speed, spread)
C.pxl8_vfx_starfield(ps, speed or 5.0, spread or 500.0)
end
function pxl8.gfx_color_ramp(start, count, from_color, to_color)
C.pxl8_gfx_color_ramp(gfx, start, count, from_color, to_color)
end
function pxl8.gfx_fade_palette(start, count, amount, target_color)
C.pxl8_gfx_fade_palette(gfx, start, count, amount, target_color)
end
function pxl8.tilesheet_new(tile_size)
return C.pxl8_tilesheet_create(tile_size or 16)
end
function pxl8.tilesheet_destroy(tilesheet)
C.pxl8_tilesheet_destroy(tilesheet)
end
function pxl8.tilesheet_load(tilesheet, filepath)
return C.pxl8_tilesheet_load(tilesheet, filepath, gfx)
end
function pxl8.tilemap_new(width, height, tile_size)
return C.pxl8_tilemap_create(width, height, tile_size or 16)
end
function pxl8.tilemap_destroy(tilemap)
C.pxl8_tilemap_destroy(tilemap)
end
function pxl8.tilemap_set_tilesheet(tilemap, tilesheet)
return C.pxl8_tilemap_set_tilesheet(tilemap, tilesheet)
end
function pxl8.tilemap_set_tile(tilemap, layer, x, y, tile_id, flags)
C.pxl8_tilemap_set_tile(tilemap, layer or 0, x, y, tile_id or 0, flags or 0)
end
function pxl8.tilemap_get_tile_id(tilemap, layer, x, y)
return C.pxl8_tilemap_get_tile_id(tilemap, layer or 0, x, y)
end
function pxl8.tilemap_set_camera(tilemap, x, y)
C.pxl8_tilemap_set_camera(tilemap, x, y)
end
function pxl8.tilemap_render(tilemap)
C.pxl8_tilemap_render(tilemap, gfx)
end
function pxl8.tilemap_render_layer(tilemap, layer)
C.pxl8_tilemap_render_layer(tilemap, gfx, layer)
end
function pxl8.tilemap_is_solid(tilemap, x, y)
return C.pxl8_tilemap_is_solid(tilemap, x, y)
end
function pxl8.tilemap_check_collision(tilemap, x, y, w, h)
return C.pxl8_tilemap_check_collision(tilemap, x, y, w, h)
end
local tile_data = setmetatable({}, {__mode = "k"})
function pxl8.tilemap_get_tile_data(tilemap, tile_id)
if not tilemap or tile_id == 0 then return nil end
if not tile_data[tilemap] then return nil end
return tile_data[tilemap][tile_id]
end
function pxl8.tilemap_load_ase(tilemap, filepath, layer)
return C.pxl8_tilemap_load_ase(tilemap, filepath, layer or 0)
end
function pxl8.tilemap_set_tile_data(tilemap, tile_id, data)
if not tilemap or tile_id == 0 then return end
if not tile_data[tilemap] then tile_data[tilemap] = {} end
tile_data[tilemap][tile_id] = data
end
pxl8.TILE_FLIP_X = 1
pxl8.TILE_FLIP_Y = 2
pxl8.TILE_SOLID = 4
pxl8.TILE_TRIGGER = 8
function pxl8.clear_zbuffer()
C.pxl8_3d_clear_zbuffer(gfx)
end
function pxl8.set_model(mat)
C.pxl8_3d_set_model(gfx, mat)
end
function pxl8.set_view(mat)
C.pxl8_3d_set_view(gfx, mat)
end
function pxl8.set_projection(mat)
C.pxl8_3d_set_projection(gfx, mat)
end
function pxl8.set_wireframe(wireframe)
C.pxl8_3d_set_wireframe(gfx, wireframe)
end
function pxl8.set_affine_textures(affine)
C.pxl8_3d_set_affine_textures(gfx, affine)
end
function pxl8.set_backface_culling(culling)
C.pxl8_3d_set_backface_culling(gfx, culling)
end
function pxl8.draw_triangle_3d(v0, v1, v2, color)
local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]})
local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]})
C.pxl8_3d_draw_triangle_raw(gfx, vec0, vec1, vec2, color)
end
function pxl8.draw_triangle_3d_textured(v0, v1, v2, uv0, uv1, uv2, texture_id)
local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]})
local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]})
C.pxl8_3d_draw_triangle_textured(gfx, vec0, vec1, vec2,
uv0[1], uv0[2], uv1[1], uv1[2], uv2[1], uv2[2], texture_id)
end
function pxl8.draw_line_3d(p0, p1, color)
local vec0 = ffi.new("pxl8_vec3", {x = p0[1], y = p0[2], z = p0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = p1[1], y = p1[2], z = p1[3]})
C.pxl8_3d_draw_line_3d(gfx, vec0, vec1, color)
end
function pxl8.mat4_identity()
return C.pxl8_mat4_identity()
end
function pxl8.mat4_multiply(a, b)
return C.pxl8_mat4_multiply(a, b)
end
function pxl8.mat4_translate(x, y, z)
return C.pxl8_mat4_translate(x, y, z)
end
function pxl8.mat4_rotate_x(angle)
return C.pxl8_mat4_rotate_x(angle)
end
function pxl8.mat4_rotate_y(angle)
return C.pxl8_mat4_rotate_y(angle)
end
function pxl8.mat4_rotate_z(angle)
return C.pxl8_mat4_rotate_z(angle)
end
function pxl8.mat4_scale(x, y, z)
return C.pxl8_mat4_scale(x, y, z)
end
function pxl8.mat4_ortho(left, right, bottom, top, near, far)
return C.pxl8_mat4_ortho(left, right, bottom, top, near, far)
end
function pxl8.mat4_perspective(fov, aspect, near, far)
return C.pxl8_mat4_perspective(fov, aspect, near, far)
end
function pxl8.mat4_lookat(eye, center, up)
local eye_vec = ffi.new("pxl8_vec3", {x = eye[1], y = eye[2], z = eye[3]})
local center_vec = ffi.new("pxl8_vec3", {x = center[1], y = center[2], z = center[3]})
local up_vec = ffi.new("pxl8_vec3", {x = up[1], y = up[2], z = up[3]})
return C.pxl8_mat4_lookat(eye_vec, center_vec, up_vec)
end
function pxl8.bounds(x, y, w, h)
return ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h})
end
function pxl8.ui_button(label)
return C.pxl8_ui_button(ui, label)
end
function pxl8.ui_checkbox(label, state)
local state_ptr = ffi.new("bool[1]", state)
local changed = C.pxl8_ui_checkbox(ui, label, state_ptr)
return changed, state_ptr[0]
end
function pxl8.ui_has_mouse_focus()
return C.pxl8_ui_has_mouse_focus(ui)
end
function pxl8.ui_indent(amount)
C.pxl8_ui_indent(ui, amount)
end
function pxl8.ui_label(text)
C.pxl8_ui_label(ui, text)
end
function pxl8.ui_layout_row(item_count, widths, height)
local widths_array = widths
if type(widths) == "table" then
widths_array = ffi.new("int[?]", #widths, widths)
elseif type(widths) == "number" then
widths_array = ffi.new("int[1]", widths)
end
C.pxl8_ui_layout_row(ui, item_count, widths_array, height)
end
function pxl8.ui_window_begin(title, x, y, w, h, options)
local rect = ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h})
return C.pxl8_ui_window_begin(ui, title, rect, options or 0)
end
function pxl8.ui_window_end()
C.pxl8_ui_window_end(ui)
end
function pxl8.ui_window_set_open(title, open)
C.pxl8_ui_window_set_open(ui, title, open)
end
function pxl8.world_new()
return C.pxl8_world_create()
end
function pxl8.world_destroy(world)
C.pxl8_world_destroy(world)
end
function pxl8.world_load(world, filepath)
return C.pxl8_world_load(world, filepath)
end
function pxl8.world_render(world, camera_pos)
local vec = ffi.new("pxl8_vec3", {x = camera_pos[1], y = camera_pos[2], z = camera_pos[3]})
C.pxl8_world_render(world, gfx, vec)
end
function pxl8.world_unload(world)
C.pxl8_world_unload(world)
end
function pxl8.world_is_loaded(world)
return C.pxl8_world_is_loaded(world)
end
function pxl8.world_generate(world, params)
local c_params = ffi.new("pxl8_procgen_params")
c_params.type = params.type or C.PXL8_PROCGEN_CAVE
c_params.width = params.width or 32
c_params.height = params.height or 32
c_params.depth = params.depth or 0
c_params.seed = params.seed or 0
c_params.density = params.density or 0.45
c_params.iterations = params.iterations or 4
c_params.type_params = nil
return C.pxl8_world_generate(world, gfx, c_params)
end
pxl8.PROCGEN_CAVE = C.PXL8_PROCGEN_CAVE
pxl8.PROCGEN_DUNGEON = C.PXL8_PROCGEN_DUNGEON
pxl8.PROCGEN_TERRAIN = C.PXL8_PROCGEN_TERRAIN
function pxl8.procgen_tex(params)
local width = params.width or 64
local height = params.height or 64
local buffer = ffi.new("u8[?]", width * height)
local tex_params = ffi.new("pxl8_procgen_tex_params")
local name = params.name or ""
ffi.copy(tex_params.name, name, math.min(#name, 15))
tex_params.seed = params.seed or 0
tex_params.width = width
tex_params.height = height
tex_params.scale = params.scale or 1.0
tex_params.roughness = params.roughness or 0.0
tex_params.base_color = params.base_color or 0
tex_params.variation = params.variation or 0
C.pxl8_procgen_tex(buffer, tex_params)
local tex_id = C.pxl8_gfx_create_texture(gfx, buffer, width, height)
if tex_id < 0 then
return nil
end
return tex_id
end
function pxl8.world_apply_textures(world, texture_defs)
local count = #texture_defs
local textures = ffi.new("pxl8_world_texture[?]", count)
for i, def in ipairs(texture_defs) do
local idx = i - 1
ffi.copy(textures[idx].name, def.name or "", math.min(#(def.name or ""), 15))
textures[idx].texture_id = def.texture_id or 0
if def.rule then
textures[idx].rule = ffi.cast("bool (*)(const pxl8_vec3*, const pxl8_bsp_face*, const pxl8_bsp*)",
function(normal, face, bsp)
return def.rule(normal[0], face, bsp)
end)
else
textures[idx].rule = nil
end
end
local result = C.pxl8_world_apply_textures(world, textures, count)
return result
end
pxl8.get_fps = core.get_fps
pxl8.get_width = core.get_width
pxl8.get_height = core.get_height
pxl8.info = core.info
pxl8.warn = core.warn
pxl8.error = core.error
pxl8.debug = core.debug
pxl8.trace = core.trace
pxl8.clr = graphics.clr
pxl8.pixel = graphics.pixel
pxl8.line = graphics.line
pxl8.rect = graphics.rect
pxl8.rect_fill = graphics.rect_fill
pxl8.circle = graphics.circle
pxl8.circle_fill = graphics.circle_fill
pxl8.text = graphics.text
pxl8.sprite = graphics.sprite
pxl8.load_palette = graphics.load_palette
pxl8.load_sprite = graphics.load_sprite
pxl8.create_texture = graphics.create_texture
pxl8.upload_atlas = graphics.upload_atlas
pxl8.gfx_color_ramp = graphics.color_ramp
pxl8.gfx_fade_palette = graphics.fade_palette
pxl8.key_down = input.key_down
pxl8.key_pressed = input.key_pressed
pxl8.key_released = input.key_released
pxl8.mouse_wheel_x = input.mouse_wheel_x
pxl8.mouse_wheel_y = input.mouse_wheel_y
pxl8.mouse_x = input.mouse_x
pxl8.mouse_y = input.mouse_y
pxl8.vfx_raster_bars = vfx.raster_bars
pxl8.vfx_plasma = vfx.plasma
pxl8.vfx_rotozoom = vfx.rotozoom
pxl8.vfx_tunnel = vfx.tunnel
pxl8.vfx_explosion = vfx.explosion
pxl8.vfx_fire = vfx.fire
pxl8.vfx_rain = vfx.rain
pxl8.vfx_smoke = vfx.smoke
pxl8.vfx_snow = vfx.snow
pxl8.vfx_sparks = vfx.sparks
pxl8.vfx_starfield = vfx.starfield
pxl8.particles_new = particles.new
pxl8.particles_destroy = particles.destroy
pxl8.particles_clear = particles.clear
pxl8.particles_emit = particles.emit
pxl8.particles_update = particles.update
pxl8.particles_render = particles.render
pxl8.tilesheet_new = tilemap.tilesheet_new
pxl8.tilesheet_destroy = tilemap.tilesheet_destroy
pxl8.tilesheet_load = tilemap.tilesheet_load
pxl8.tilemap_new = tilemap.new
pxl8.tilemap_destroy = tilemap.destroy
pxl8.tilemap_set_tilesheet = tilemap.set_tilesheet
pxl8.tilemap_set_tile = tilemap.set_tile
pxl8.tilemap_get_tile_id = tilemap.get_tile_id
pxl8.tilemap_set_camera = tilemap.set_camera
pxl8.tilemap_render = tilemap.render
pxl8.tilemap_render_layer = tilemap.render_layer
pxl8.tilemap_is_solid = tilemap.is_solid
pxl8.tilemap_check_collision = tilemap.check_collision
pxl8.tilemap_get_tile_data = tilemap.get_tile_data
pxl8.tilemap_load_ase = tilemap.load_ase
pxl8.tilemap_set_tile_data = tilemap.set_tile_data
pxl8.TILE_FLIP_X = tilemap.TILE_FLIP_X
pxl8.TILE_FLIP_Y = tilemap.TILE_FLIP_Y
pxl8.TILE_SOLID = tilemap.TILE_SOLID
pxl8.TILE_TRIGGER = tilemap.TILE_TRIGGER
pxl8.clear_zbuffer = gfx3d.clear_zbuffer
pxl8.set_model = gfx3d.set_model
pxl8.set_view = gfx3d.set_view
pxl8.set_projection = gfx3d.set_projection
pxl8.set_wireframe = gfx3d.set_wireframe
pxl8.set_affine_textures = gfx3d.set_affine_textures
pxl8.set_backface_culling = gfx3d.set_backface_culling
pxl8.draw_triangle_3d = gfx3d.draw_triangle
pxl8.draw_triangle_3d_textured = gfx3d.draw_triangle_textured
pxl8.draw_line_3d = gfx3d.draw_line
pxl8.mat4_identity = math3d.mat4_identity
pxl8.mat4_multiply = math3d.mat4_multiply
pxl8.mat4_translate = math3d.mat4_translate
pxl8.mat4_rotate_x = math3d.mat4_rotate_x
pxl8.mat4_rotate_y = math3d.mat4_rotate_y
pxl8.mat4_rotate_z = math3d.mat4_rotate_z
pxl8.mat4_scale = math3d.mat4_scale
pxl8.mat4_ortho = math3d.mat4_ortho
pxl8.mat4_perspective = math3d.mat4_perspective
pxl8.mat4_lookat = math3d.mat4_lookat
pxl8.bounds = math3d.bounds
pxl8.ui_button = ui.button
pxl8.ui_checkbox = ui.checkbox
pxl8.ui_has_mouse_focus = ui.has_mouse_focus
pxl8.ui_indent = ui.indent
pxl8.ui_label = ui.label
pxl8.ui_layout_row = ui.layout_row
pxl8.ui_window_begin = ui.window_begin
pxl8.ui_window_end = ui.window_end
pxl8.ui_window_set_open = ui.window_set_open
pxl8.world_new = world.new
pxl8.world_destroy = world.destroy
pxl8.world_load = world.load
pxl8.world_render = world.render
pxl8.world_unload = world.unload
pxl8.world_is_loaded = world.is_loaded
pxl8.world_generate = world.generate
pxl8.world_apply_textures = world.apply_textures
pxl8.procgen_tex = world.procgen_tex
pxl8.PROCGEN_CAVE = world.PROCGEN_CAVE
pxl8.PROCGEN_DUNGEON = world.PROCGEN_DUNGEON
pxl8.PROCGEN_TERRAIN = world.PROCGEN_TERRAIN
pxl8.transition_create = transition.create
pxl8.transition_destroy = transition.destroy
pxl8.transition_get_progress = transition.get_progress
pxl8.transition_is_active = transition.is_active
pxl8.transition_is_complete = transition.is_complete
pxl8.transition_render = transition.render
pxl8.transition_reset = transition.reset
pxl8.transition_set_color = transition.set_color
pxl8.transition_set_reverse = transition.set_reverse
pxl8.transition_start = transition.start
pxl8.transition_stop = transition.stop
pxl8.transition_update = transition.update
pxl8.anim_create = anim.create
pxl8.anim_create_from_ase = anim.create_from_ase
pxl8.anim_destroy = anim.destroy
pxl8.anim_add_state = anim.add_state
pxl8.anim_get_current_frame = anim.get_current_frame
pxl8.anim_get_current_frame_id = anim.get_current_frame_id
pxl8.anim_get_state = anim.get_state
pxl8.anim_has_state_machine = anim.has_state_machine
pxl8.anim_is_complete = anim.is_complete
pxl8.anim_is_playing = anim.is_playing
pxl8.anim_pause = anim.pause
pxl8.anim_play = anim.play
pxl8.anim_render_sprite = anim.render_sprite
pxl8.anim_reset = anim.reset
pxl8.anim_set_frame = anim.set_frame
pxl8.anim_set_loop = anim.set_loop
pxl8.anim_set_reverse = anim.set_reverse
pxl8.anim_set_speed = anim.set_speed
pxl8.anim_set_state = anim.set_state
pxl8.anim_stop = anim.stop
pxl8.anim_update = anim.update
return pxl8

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local anim = {}
function anim.create(frame_ids, frame_durations)
local frame_count = #frame_ids
local c_frame_ids = ffi.new("u32[?]", frame_count)
local c_frame_durations = nil
for i = 1, frame_count do
c_frame_ids[i-1] = frame_ids[i]
end
if frame_durations then
c_frame_durations = ffi.new("u16[?]", frame_count)
for i = 1, frame_count do
c_frame_durations[i-1] = frame_durations[i]
end
end
return C.pxl8_anim_create(c_frame_ids, c_frame_durations, frame_count)
end
function anim.create_from_ase(filepath)
return C.pxl8_anim_create_from_ase(core.gfx, filepath)
end
function anim.destroy(a)
C.pxl8_anim_destroy(a)
end
function anim.add_state(a, name, state_anim)
return C.pxl8_anim_add_state(a, name, state_anim)
end
function anim.get_current_frame(a)
return C.pxl8_anim_get_current_frame(a)
end
function anim.get_current_frame_id(a)
return C.pxl8_anim_get_current_frame_id(a)
end
function anim.get_state(a)
local state_name = C.pxl8_anim_get_state(a)
if state_name ~= nil then
return ffi.string(state_name)
end
return nil
end
function anim.has_state_machine(a)
return C.pxl8_anim_has_state_machine(a)
end
function anim.is_complete(a)
return C.pxl8_anim_is_complete(a)
end
function anim.is_playing(a)
return C.pxl8_anim_is_playing(a)
end
function anim.pause(a)
C.pxl8_anim_pause(a)
end
function anim.play(a)
C.pxl8_anim_play(a)
end
function anim.render_sprite(a, x, y, w, h)
C.pxl8_anim_render_sprite(a, core.gfx, x, y, w, h)
end
function anim.reset(a)
C.pxl8_anim_reset(a)
end
function anim.set_frame(a, frame)
C.pxl8_anim_set_frame(a, frame)
end
function anim.set_loop(a, loop)
C.pxl8_anim_set_loop(a, loop)
end
function anim.set_reverse(a, reverse)
C.pxl8_anim_set_reverse(a, reverse)
end
function anim.set_speed(a, speed)
C.pxl8_anim_set_speed(a, speed)
end
function anim.set_state(a, name)
return C.pxl8_anim_set_state(a, name)
end
function anim.stop(a)
C.pxl8_anim_stop(a)
end
function anim.update(a, dt)
C.pxl8_anim_update(a, dt)
end
return anim

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local ffi = require("ffi")
local C = ffi.C
local core = {}
function core.init(game_ptr, gfx_ptr, input_ptr, ui_ptr)
core.game = game_ptr
core.gfx = gfx_ptr
core.input = input_ptr
core.ui = ui_ptr
end
function core.get_fps()
return C.pxl8_game_get_fps(core.game)
end
function core.get_width()
return C.pxl8_gfx_get_width(core.gfx)
end
function core.get_height()
return C.pxl8_gfx_get_height(core.gfx)
end
function core.info(msg)
C.pxl8_lua_info(msg)
end
function core.warn(msg)
C.pxl8_lua_warn(msg)
end
function core.error(msg)
C.pxl8_lua_error(msg)
end
function core.debug(msg)
C.pxl8_lua_debug(msg)
end
function core.trace(msg)
C.pxl8_lua_trace(msg)
end
return core

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local gfx3d = {}
function gfx3d.clear_zbuffer()
C.pxl8_3d_clear_zbuffer(core.gfx)
end
function gfx3d.set_model(mat)
C.pxl8_3d_set_model(core.gfx, mat)
end
function gfx3d.set_view(mat)
C.pxl8_3d_set_view(core.gfx, mat)
end
function gfx3d.set_projection(mat)
C.pxl8_3d_set_projection(core.gfx, mat)
end
function gfx3d.set_wireframe(wireframe)
C.pxl8_3d_set_wireframe(core.gfx, wireframe)
end
function gfx3d.set_affine_textures(affine)
C.pxl8_3d_set_affine_textures(core.gfx, affine)
end
function gfx3d.set_backface_culling(culling)
C.pxl8_3d_set_backface_culling(core.gfx, culling)
end
function gfx3d.draw_triangle(v0, v1, v2, color)
local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]})
local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]})
C.pxl8_3d_draw_triangle_raw(core.gfx, vec0, vec1, vec2, color)
end
function gfx3d.draw_triangle_textured(v0, v1, v2, uv0, uv1, uv2, texture_id)
local vec0 = ffi.new("pxl8_vec3", {x = v0[1], y = v0[2], z = v0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = v1[1], y = v1[2], z = v1[3]})
local vec2 = ffi.new("pxl8_vec3", {x = v2[1], y = v2[2], z = v2[3]})
C.pxl8_3d_draw_triangle_textured(core.gfx, vec0, vec1, vec2,
uv0[1], uv0[2], uv1[1], uv1[2], uv2[1], uv2[2], texture_id)
end
function gfx3d.draw_line(p0, p1, color)
local vec0 = ffi.new("pxl8_vec3", {x = p0[1], y = p0[2], z = p0[3]})
local vec1 = ffi.new("pxl8_vec3", {x = p1[1], y = p1[2], z = p1[3]})
C.pxl8_3d_draw_line_3d(core.gfx, vec0, vec1, color)
end
return gfx3d

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local graphics = {}
function graphics.clr(color)
C.pxl8_clr(core.gfx, color or 0)
end
function graphics.pixel(x, y, color)
if color then
C.pxl8_pixel(core.gfx, x, y, color)
else
return C.pxl8_get_pixel(core.gfx, x, y)
end
end
function graphics.line(x0, y0, x1, y1, color)
C.pxl8_line(core.gfx, x0, y0, x1, y1, color)
end
function graphics.rect(x, y, w, h, color)
C.pxl8_rect(core.gfx, x, y, w, h, color)
end
function graphics.rect_fill(x, y, w, h, color)
C.pxl8_rect_fill(core.gfx, x, y, w, h, color)
end
function graphics.circle(x, y, r, color)
C.pxl8_circle(core.gfx, x, y, r, color)
end
function graphics.circle_fill(x, y, r, color)
C.pxl8_circle_fill(core.gfx, x, y, r, color)
end
function graphics.text(str, x, y, color)
C.pxl8_text(core.gfx, str, x or 0, y or 0, color or 15)
end
function graphics.sprite(id, x, y, w, h, flip_x, flip_y)
C.pxl8_sprite(core.gfx, id or 0, x or 0, y or 0, w or 16, h or 16, flip_x or false, flip_y or false)
end
function graphics.load_palette(filepath)
return C.pxl8_gfx_load_palette(core.gfx, filepath)
end
function graphics.load_sprite(filepath)
local sprite_id = ffi.new("unsigned int[1]")
local result = C.pxl8_gfx_load_sprite(core.gfx, filepath, sprite_id)
if result == 0 then
return sprite_id[0]
else
return nil, result
end
end
function graphics.create_texture(pixels, width, height)
local pixel_data = ffi.new("u8[?]", width * height)
for i = 0, width * height - 1 do
pixel_data[i] = pixels[i + 1] or 0
end
local result = C.pxl8_gfx_create_texture(core.gfx, pixel_data, width, height)
if result < 0 then
return nil
end
return result
end
function graphics.upload_atlas()
C.pxl8_gfx_upload_atlas(core.gfx)
end
function graphics.color_ramp(start, count, from_color, to_color)
C.pxl8_gfx_color_ramp(core.gfx, start, count, from_color, to_color)
end
function graphics.fade_palette(start, count, amount, target_color)
C.pxl8_gfx_fade_palette(core.gfx, start, count, amount, target_color)
end
return graphics

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local input = {}
function input.key_down(key)
return C.pxl8_key_down(core.input, key)
end
function input.key_pressed(key)
return C.pxl8_key_pressed(core.input, key)
end
function input.key_released(key)
return C.pxl8_key_released(core.input, key)
end
function input.mouse_wheel_x()
return C.pxl8_mouse_wheel_x(core.input)
end
function input.mouse_wheel_y()
return C.pxl8_mouse_wheel_y(core.input)
end
function input.mouse_x()
return C.pxl8_mouse_x(core.input)
end
function input.mouse_y()
return C.pxl8_mouse_y(core.input)
end
return input

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local ffi = require("ffi")
local C = ffi.C
local math3d = {}
function math3d.mat4_identity()
return C.pxl8_mat4_identity()
end
function math3d.mat4_multiply(a, b)
return C.pxl8_mat4_multiply(a, b)
end
function math3d.mat4_translate(x, y, z)
return C.pxl8_mat4_translate(x, y, z)
end
function math3d.mat4_rotate_x(angle)
return C.pxl8_mat4_rotate_x(angle)
end
function math3d.mat4_rotate_y(angle)
return C.pxl8_mat4_rotate_y(angle)
end
function math3d.mat4_rotate_z(angle)
return C.pxl8_mat4_rotate_z(angle)
end
function math3d.mat4_scale(x, y, z)
return C.pxl8_mat4_scale(x, y, z)
end
function math3d.mat4_ortho(left, right, bottom, top, near, far)
return C.pxl8_mat4_ortho(left, right, bottom, top, near, far)
end
function math3d.mat4_perspective(fov, aspect, near, far)
return C.pxl8_mat4_perspective(fov, aspect, near, far)
end
function math3d.mat4_lookat(eye, center, up)
local eye_vec = ffi.new("pxl8_vec3", {x = eye[1], y = eye[2], z = eye[3]})
local center_vec = ffi.new("pxl8_vec3", {x = center[1], y = center[2], z = center[3]})
local up_vec = ffi.new("pxl8_vec3", {x = up[1], y = up[2], z = up[3]})
return C.pxl8_mat4_lookat(eye_vec, center_vec, up_vec)
end
function math3d.bounds(x, y, w, h)
return ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h})
end
return math3d

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local particles = {}
function particles.new(max_count)
return C.pxl8_particles_create(max_count or 1000)
end
function particles.destroy(ps)
C.pxl8_particles_destroy(ps)
end
function particles.clear(ps)
C.pxl8_particles_clear(ps)
end
function particles.emit(ps, count)
C.pxl8_particles_emit(ps, count or 1)
end
function particles.update(ps, dt)
C.pxl8_particles_update(ps, dt)
end
function particles.render(ps)
C.pxl8_particles_render(ps, core.gfx)
end
return particles

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local tilemap = {}
tilemap.TILE_FLIP_X = 1
tilemap.TILE_FLIP_Y = 2
tilemap.TILE_SOLID = 4
tilemap.TILE_TRIGGER = 8
local tile_data = setmetatable({}, {__mode = "k"})
function tilemap.tilesheet_new(tile_size)
return C.pxl8_tilesheet_create(tile_size or 16)
end
function tilemap.tilesheet_destroy(tilesheet)
C.pxl8_tilesheet_destroy(tilesheet)
end
function tilemap.tilesheet_load(tilesheet, filepath)
return C.pxl8_tilesheet_load(tilesheet, filepath, core.gfx)
end
function tilemap.new(width, height, tile_size)
return C.pxl8_tilemap_create(width, height, tile_size or 16)
end
function tilemap.destroy(tm)
C.pxl8_tilemap_destroy(tm)
end
function tilemap.set_tilesheet(tm, tilesheet)
return C.pxl8_tilemap_set_tilesheet(tm, tilesheet)
end
function tilemap.set_tile(tm, layer, x, y, tile_id, flags)
C.pxl8_tilemap_set_tile(tm, layer or 0, x, y, tile_id or 0, flags or 0)
end
function tilemap.get_tile_id(tm, layer, x, y)
return C.pxl8_tilemap_get_tile_id(tm, layer or 0, x, y)
end
function tilemap.set_camera(tm, x, y)
C.pxl8_tilemap_set_camera(tm, x, y)
end
function tilemap.render(tm)
C.pxl8_tilemap_render(tm, core.gfx)
end
function tilemap.render_layer(tm, layer)
C.pxl8_tilemap_render_layer(tm, core.gfx, layer)
end
function tilemap.is_solid(tm, x, y)
return C.pxl8_tilemap_is_solid(tm, x, y)
end
function tilemap.check_collision(tm, x, y, w, h)
return C.pxl8_tilemap_check_collision(tm, x, y, w, h)
end
function tilemap.get_tile_data(tm, tile_id)
if not tm or tile_id == 0 then return nil end
if not tile_data[tm] then return nil end
return tile_data[tm][tile_id]
end
function tilemap.load_ase(tm, filepath, layer)
return C.pxl8_tilemap_load_ase(tm, filepath, layer or 0)
end
function tilemap.set_tile_data(tm, tile_id, data)
if not tm or tile_id == 0 then return end
if not tile_data[tm] then tile_data[tm] = {} end
tile_data[tm][tile_id] = data
end
return tilemap

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local transition = {}
local transition_types = {
fade = 0,
wipe_left = 1,
wipe_right = 2,
wipe_up = 3,
wipe_down = 4,
circle_open = 5,
circle_close = 6,
dissolve = 7,
pixelate = 8
}
function transition.create(type_name, duration)
local type_id = transition_types[type_name] or 0
return C.pxl8_transition_create(type_id, duration or 1.0)
end
function transition.destroy(t)
C.pxl8_transition_destroy(t)
end
function transition.get_progress(t)
return C.pxl8_transition_get_progress(t)
end
function transition.is_active(t)
return C.pxl8_transition_is_active(t)
end
function transition.is_complete(t)
return C.pxl8_transition_is_complete(t)
end
function transition.render(t)
C.pxl8_transition_render(t, core.gfx)
end
function transition.reset(t)
C.pxl8_transition_reset(t)
end
function transition.set_color(t, color)
C.pxl8_transition_set_color(t, color)
end
function transition.set_reverse(t, reverse)
C.pxl8_transition_set_reverse(t, reverse)
end
function transition.start(t)
C.pxl8_transition_start(t)
end
function transition.stop(t)
C.pxl8_transition_stop(t)
end
function transition.update(t, dt)
C.pxl8_transition_update(t, dt)
end
return transition

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local ui = {}
function ui.button(label)
return C.pxl8_ui_button(core.ui, label)
end
function ui.checkbox(label, state)
local state_ptr = ffi.new("bool[1]", state)
local changed = C.pxl8_ui_checkbox(core.ui, label, state_ptr)
return changed, state_ptr[0]
end
function ui.has_mouse_focus()
return C.pxl8_ui_has_mouse_focus(core.ui)
end
function ui.indent(amount)
C.pxl8_ui_indent(core.ui, amount)
end
function ui.label(text)
C.pxl8_ui_label(core.ui, text)
end
function ui.layout_row(item_count, widths, height)
local widths_array = widths
if type(widths) == "table" then
widths_array = ffi.new("int[?]", #widths, widths)
elseif type(widths) == "number" then
widths_array = ffi.new("int[1]", widths)
end
C.pxl8_ui_layout_row(core.ui, item_count, widths_array, height)
end
function ui.window_begin(title, x, y, w, h, options)
local rect = ffi.new("pxl8_bounds", {x = x, y = y, w = w, h = h})
return C.pxl8_ui_window_begin(core.ui, title, rect, options or 0)
end
function ui.window_end()
C.pxl8_ui_window_end(core.ui)
end
function ui.window_set_open(title, open)
C.pxl8_ui_window_set_open(core.ui, title, open)
end
return ui

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local vfx = {}
function vfx.raster_bars(bars, time)
local c_bars = ffi.new("pxl8_raster_bar[?]", #bars)
for i, bar in ipairs(bars) do
c_bars[i-1].base_y = bar.base_y or 0
c_bars[i-1].amplitude = bar.amplitude or 10
c_bars[i-1].height = bar.height or 5
c_bars[i-1].speed = bar.speed or 1.0
c_bars[i-1].phase = bar.phase or 0
c_bars[i-1].color = bar.color or 15
c_bars[i-1].fade_color = bar.fade_color or bar.color or 15
end
C.pxl8_vfx_raster_bars(core.gfx, c_bars, #bars, time)
end
function vfx.plasma(time, scale1, scale2, palette_offset)
C.pxl8_vfx_plasma(core.gfx, time, scale1 or 0.05, scale2 or 0.03, palette_offset or 0)
end
function vfx.rotozoom(angle, zoom, cx, cy)
local width = C.pxl8_gfx_get_width(core.gfx)
local height = C.pxl8_gfx_get_height(core.gfx)
C.pxl8_vfx_rotozoom(core.gfx, angle, zoom, cx or width/2, cy or height/2)
end
function vfx.tunnel(time, speed, twist)
C.pxl8_vfx_tunnel(core.gfx, time, speed or 2.0, twist or 0.5)
end
function vfx.explosion(ps, x, y, color, force)
C.pxl8_vfx_explosion(ps, x, y, color or 15, force or 200.0)
end
function vfx.fire(ps, x, y, width, palette_start)
C.pxl8_vfx_fire(ps, x, y, width or 50, palette_start or 64)
end
function vfx.rain(ps, width, wind)
local w = width or C.pxl8_gfx_get_width(core.gfx)
C.pxl8_vfx_rain(ps, w, wind or 0.0)
end
function vfx.smoke(ps, x, y, color)
C.pxl8_vfx_smoke(ps, x, y, color or 8)
end
function vfx.snow(ps, width, wind)
local w = width or C.pxl8_gfx_get_width(core.gfx)
C.pxl8_vfx_snow(ps, w, wind or 10.0)
end
function vfx.sparks(ps, x, y, color)
C.pxl8_vfx_sparks(ps, x, y, color or 15)
end
function vfx.starfield(ps, speed, spread)
C.pxl8_vfx_starfield(ps, speed or 5.0, spread or 500.0)
end
return vfx

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local ffi = require("ffi")
local C = ffi.C
local core = require("pxl8.core")
local world = {}
world.PROCGEN_CAVE = C.PXL8_PROCGEN_CAVE
world.PROCGEN_DUNGEON = C.PXL8_PROCGEN_DUNGEON
world.PROCGEN_TERRAIN = C.PXL8_PROCGEN_TERRAIN
function world.new()
return C.pxl8_world_create()
end
function world.destroy(w)
C.pxl8_world_destroy(w)
end
function world.load(w, filepath)
return C.pxl8_world_load(w, filepath)
end
function world.render(w, camera_pos)
local vec = ffi.new("pxl8_vec3", {x = camera_pos[1], y = camera_pos[2], z = camera_pos[3]})
C.pxl8_world_render(w, core.gfx, vec)
end
function world.unload(w)
C.pxl8_world_unload(w)
end
function world.is_loaded(w)
return C.pxl8_world_is_loaded(w)
end
function world.generate(w, params)
local c_params = ffi.new("pxl8_procgen_params")
c_params.type = params.type or C.PXL8_PROCGEN_CAVE
c_params.width = params.width or 32
c_params.height = params.height or 32
c_params.depth = params.depth or 0
c_params.seed = params.seed or 0
c_params.density = params.density or 0.45
c_params.iterations = params.iterations or 4
c_params.type_params = nil
return C.pxl8_world_generate(w, core.gfx, c_params)
end
function world.procgen_tex(params)
local width = params.width or 64
local height = params.height or 64
local buffer = ffi.new("u8[?]", width * height)
local tex_params = ffi.new("pxl8_procgen_tex_params")
local name = params.name or ""
ffi.copy(tex_params.name, name, math.min(#name, 15))
tex_params.seed = params.seed or 0
tex_params.width = width
tex_params.height = height
tex_params.scale = params.scale or 1.0
tex_params.roughness = params.roughness or 0.0
tex_params.base_color = params.base_color or 0
tex_params.variation = params.variation or 0
C.pxl8_procgen_tex(buffer, tex_params)
local tex_id = C.pxl8_gfx_create_texture(core.gfx, buffer, width, height)
if tex_id < 0 then
return nil
end
return tex_id
end
function world.apply_textures(w, texture_defs)
local count = #texture_defs
local textures = ffi.new("pxl8_world_texture[?]", count)
for i, def in ipairs(texture_defs) do
local idx = i - 1
ffi.copy(textures[idx].name, def.name or "", math.min(#(def.name or ""), 15))
textures[idx].texture_id = def.texture_id or 0
if def.rule then
textures[idx].rule = ffi.cast("bool (*)(const pxl8_vec3*, const pxl8_bsp_face*, const pxl8_bsp*)",
function(normal, face, bsp)
return def.rule(normal[0], face, bsp)
end)
else
textures[idx].rule = nil
end
end
local result = C.pxl8_world_apply_textures(w, textures, count)
return result
end
return world

457
src/pxl8_anim.c Normal file
View file

@ -0,0 +1,457 @@
#include "pxl8_anim.h"
#include <stdlib.h>
#include <string.h>
#include "pxl8_ase.h"
#include "pxl8_atlas.h"
#include "pxl8_macros.h"
#define PXL8_ANIM_MAX_STATES 32
typedef struct pxl8_anim_state {
char* name;
pxl8_anim* anim;
} pxl8_anim_state;
typedef struct pxl8_anim_state_machine {
pxl8_anim_state states[PXL8_ANIM_MAX_STATES];
u16 state_count;
u16 current_state;
} pxl8_anim_state_machine;
pxl8_anim* pxl8_anim_create(const u32* frame_ids, const u16* frame_durations, u16 frame_count) {
if (!frame_ids || frame_count == 0) {
pxl8_error("Invalid animation parameters");
return NULL;
}
pxl8_anim* anim = (pxl8_anim*)calloc(1, sizeof(pxl8_anim));
if (!anim) {
pxl8_error("Failed to allocate animation");
return NULL;
}
anim->frame_ids = (u32*)malloc(frame_count * sizeof(u32));
if (!anim->frame_ids) {
pxl8_error("Failed to allocate frame IDs");
free(anim);
return NULL;
}
memcpy(anim->frame_ids, frame_ids, frame_count * sizeof(u32));
if (frame_durations) {
anim->frame_durations = (u16*)malloc(frame_count * sizeof(u16));
if (!anim->frame_durations) {
pxl8_error("Failed to allocate frame durations");
free(anim->frame_ids);
free(anim);
return NULL;
}
memcpy(anim->frame_durations, frame_durations, frame_count * sizeof(u16));
} else {
anim->frame_durations = (u16*)calloc(frame_count, sizeof(u16));
if (!anim->frame_durations) {
pxl8_error("Failed to allocate frame durations");
free(anim->frame_ids);
free(anim);
return NULL;
}
for (u16 i = 0; i < frame_count; i++) {
anim->frame_durations[i] = 100;
}
}
anim->frame_count = frame_count;
anim->current_frame = 0;
anim->time_accumulator = 0.0f;
anim->loop = true;
anim->playing = true;
anim->reverse = false;
anim->speed = 1.0f;
anim->state_machine = NULL;
anim->on_complete = NULL;
anim->on_frame_change = NULL;
anim->userdata = NULL;
return anim;
}
pxl8_anim* pxl8_anim_create_from_ase(pxl8_gfx* gfx, const char* path) {
if (!gfx || !path) {
pxl8_error("Invalid parameters for ASE animation creation");
return NULL;
}
pxl8_ase_file ase_file;
pxl8_result result = pxl8_ase_load(path, &ase_file);
if (result != PXL8_OK) {
pxl8_error("Failed to load ASE file: %s", path);
return NULL;
}
if (ase_file.frame_count == 0) {
pxl8_error("ASE file has no frames: %s", path);
pxl8_ase_destroy(&ase_file);
return NULL;
}
u32* frame_ids = (u32*)malloc(ase_file.frame_count * sizeof(u32));
u16* frame_durations = (u16*)malloc(ase_file.frame_count * sizeof(u16));
if (!frame_ids || !frame_durations) {
pxl8_error("Failed to allocate frame arrays");
free(frame_ids);
free(frame_durations);
pxl8_ase_destroy(&ase_file);
return NULL;
}
for (u32 i = 0; i < ase_file.frame_count; i++) {
pxl8_ase_frame* frame = &ase_file.frames[i];
result = pxl8_gfx_create_texture(gfx, frame->pixels, frame->width, frame->height);
if (result != PXL8_OK) {
pxl8_error("Failed to create texture for frame %u", i);
free(frame_ids);
free(frame_durations);
pxl8_ase_destroy(&ase_file);
return NULL;
}
frame_ids[i] = i;
frame_durations[i] = frame->duration;
}
pxl8_anim* anim = pxl8_anim_create(frame_ids, frame_durations, ase_file.frame_count);
free(frame_ids);
free(frame_durations);
pxl8_ase_destroy(&ase_file);
return anim;
}
void pxl8_anim_destroy(pxl8_anim* anim) {
if (!anim) return;
if (anim->state_machine) {
for (u16 i = 0; i < anim->state_machine->state_count; i++) {
free(anim->state_machine->states[i].name);
pxl8_anim_destroy(anim->state_machine->states[i].anim);
}
free(anim->state_machine);
}
free(anim->frame_ids);
free(anim->frame_durations);
free(anim);
}
pxl8_result pxl8_anim_add_state(pxl8_anim* anim, const char* name, pxl8_anim* state_anim) {
if (!anim || !name || !state_anim) {
return PXL8_ERROR_NULL_POINTER;
}
if (!anim->state_machine) {
anim->state_machine = (pxl8_anim_state_machine*)calloc(1, sizeof(pxl8_anim_state_machine));
if (!anim->state_machine) {
return PXL8_ERROR_OUT_OF_MEMORY;
}
}
if (anim->state_machine->state_count >= PXL8_ANIM_MAX_STATES) {
pxl8_error("Cannot add more states, maximum %d reached", PXL8_ANIM_MAX_STATES);
return PXL8_ERROR_OUT_OF_MEMORY;
}
u16 idx = anim->state_machine->state_count;
anim->state_machine->states[idx].name = strdup(name);
if (!anim->state_machine->states[idx].name) {
return PXL8_ERROR_OUT_OF_MEMORY;
}
anim->state_machine->states[idx].anim = state_anim;
anim->state_machine->state_count++;
return PXL8_OK;
}
u16 pxl8_anim_get_current_frame(const pxl8_anim* anim) {
if (!anim) return 0;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
return state_anim->current_frame;
}
}
return anim->current_frame;
}
u32 pxl8_anim_get_current_frame_id(const pxl8_anim* anim) {
if (!anim || !anim->frame_ids) return 0;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim && state_anim->frame_ids) {
return state_anim->frame_ids[state_anim->current_frame];
}
}
return anim->frame_ids[anim->current_frame];
}
const char* pxl8_anim_get_state(const pxl8_anim* anim) {
if (!anim || !anim->state_machine) return NULL;
if (anim->state_machine->current_state < anim->state_machine->state_count) {
return anim->state_machine->states[anim->state_machine->current_state].name;
}
return NULL;
}
bool pxl8_anim_has_state_machine(const pxl8_anim* anim) {
return anim && anim->state_machine && anim->state_machine->state_count > 0;
}
bool pxl8_anim_is_complete(const pxl8_anim* anim) {
if (!anim) return true;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
return pxl8_anim_is_complete(state_anim);
}
}
if (anim->loop) return false;
if (anim->reverse) {
return anim->current_frame == 0;
} else {
return anim->current_frame >= anim->frame_count - 1;
}
}
bool pxl8_anim_is_playing(const pxl8_anim* anim) {
if (!anim) return false;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
return state_anim->playing;
}
}
return anim->playing;
}
void pxl8_anim_pause(pxl8_anim* anim) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
state_anim->playing = false;
return;
}
}
anim->playing = false;
}
void pxl8_anim_play(pxl8_anim* anim) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
state_anim->playing = true;
return;
}
}
anim->playing = true;
}
void pxl8_anim_render_sprite(const pxl8_anim* anim, pxl8_gfx* gfx, i32 x, i32 y, i32 w, i32 h) {
if (!anim || !gfx) return;
u32 sprite_id = pxl8_anim_get_current_frame_id(anim);
pxl8_sprite(gfx, sprite_id, x, y, w, h);
}
void pxl8_anim_reset(pxl8_anim* anim) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
pxl8_anim_reset(state_anim);
return;
}
}
anim->current_frame = anim->reverse ? anim->frame_count - 1 : 0;
anim->time_accumulator = 0.0f;
}
void pxl8_anim_set_frame(pxl8_anim* anim, u16 frame) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
pxl8_anim_set_frame(state_anim, frame);
return;
}
}
if (frame < anim->frame_count) {
anim->current_frame = frame;
anim->time_accumulator = 0.0f;
}
}
void pxl8_anim_set_loop(pxl8_anim* anim, bool loop) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
state_anim->loop = loop;
return;
}
}
anim->loop = loop;
}
void pxl8_anim_set_reverse(pxl8_anim* anim, bool reverse) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
state_anim->reverse = reverse;
return;
}
}
anim->reverse = reverse;
}
void pxl8_anim_set_speed(pxl8_anim* anim, f32 speed) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
state_anim->speed = speed;
return;
}
}
anim->speed = speed;
}
pxl8_result pxl8_anim_set_state(pxl8_anim* anim, const char* name) {
if (!anim || !name) {
return PXL8_ERROR_NULL_POINTER;
}
if (!anim->state_machine) {
return PXL8_ERROR_INVALID_ARGUMENT;
}
for (u16 i = 0; i < anim->state_machine->state_count; i++) {
if (strcmp(anim->state_machine->states[i].name, name) == 0) {
if (anim->state_machine->current_state != i) {
anim->state_machine->current_state = i;
pxl8_anim_reset(anim->state_machine->states[i].anim);
}
return PXL8_OK;
}
}
pxl8_error("Animation state not found: %s", name);
return PXL8_ERROR_INVALID_ARGUMENT;
}
void pxl8_anim_stop(pxl8_anim* anim) {
if (!anim) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
pxl8_anim_stop(state_anim);
return;
}
}
anim->playing = false;
pxl8_anim_reset(anim);
}
void pxl8_anim_update(pxl8_anim* anim, f32 dt) {
if (!anim || !anim->playing) return;
if (anim->state_machine && anim->state_machine->current_state < anim->state_machine->state_count) {
pxl8_anim* state_anim = anim->state_machine->states[anim->state_machine->current_state].anim;
if (state_anim) {
pxl8_anim_update(state_anim, dt);
return;
}
}
if (anim->frame_count == 0 || !anim->frame_durations) return;
anim->time_accumulator += dt * anim->speed * 1000.0f;
u16 current_duration = anim->frame_durations[anim->current_frame];
if (current_duration == 0) return;
while (anim->time_accumulator >= current_duration) {
anim->time_accumulator -= current_duration;
u16 old_frame = anim->current_frame;
if (anim->reverse) {
if (anim->current_frame > 0) {
anim->current_frame--;
} else {
if (anim->loop) {
anim->current_frame = anim->frame_count - 1;
} else {
anim->playing = false;
if (anim->on_complete) {
anim->on_complete(anim->userdata);
}
break;
}
}
} else {
if (anim->current_frame < anim->frame_count - 1) {
anim->current_frame++;
} else {
if (anim->loop) {
anim->current_frame = 0;
} else {
anim->playing = false;
if (anim->on_complete) {
anim->on_complete(anim->userdata);
}
break;
}
}
}
if (old_frame != anim->current_frame && anim->on_frame_change) {
anim->on_frame_change(anim->current_frame, anim->userdata);
}
current_duration = anim->frame_durations[anim->current_frame];
if (current_duration == 0) break;
}
}

56
src/pxl8_anim.h Normal file
View file

@ -0,0 +1,56 @@
#pragma once
#include "pxl8_gfx.h"
#include "pxl8_types.h"
typedef struct pxl8_anim_state_machine pxl8_anim_state_machine;
typedef struct pxl8_anim {
u32* frame_ids;
u16* frame_durations;
u16 frame_count;
u16 current_frame;
f32 time_accumulator;
bool loop;
bool playing;
bool reverse;
f32 speed;
pxl8_anim_state_machine* state_machine;
void (*on_complete)(void* userdata);
void (*on_frame_change)(u16 frame, void* userdata);
void* userdata;
} pxl8_anim;
#ifdef __cplusplus
extern "C" {
#endif
pxl8_anim* pxl8_anim_create(const u32* frame_ids, const u16* frame_durations, u16 frame_count);
pxl8_anim* pxl8_anim_create_from_ase(pxl8_gfx* gfx, const char* path);
void pxl8_anim_destroy(pxl8_anim* anim);
pxl8_result pxl8_anim_add_state(pxl8_anim* anim, const char* name, pxl8_anim* state_anim);
u16 pxl8_anim_get_current_frame(const pxl8_anim* anim);
u32 pxl8_anim_get_current_frame_id(const pxl8_anim* anim);
const char* pxl8_anim_get_state(const pxl8_anim* anim);
bool pxl8_anim_has_state_machine(const pxl8_anim* anim);
bool pxl8_anim_is_complete(const pxl8_anim* anim);
bool pxl8_anim_is_playing(const pxl8_anim* anim);
void pxl8_anim_pause(pxl8_anim* anim);
void pxl8_anim_play(pxl8_anim* anim);
void pxl8_anim_render_sprite(const pxl8_anim* anim, pxl8_gfx* gfx, i32 x, i32 y, i32 w, i32 h);
void pxl8_anim_reset(pxl8_anim* anim);
void pxl8_anim_set_frame(pxl8_anim* anim, u16 frame);
void pxl8_anim_set_loop(pxl8_anim* anim, bool loop);
void pxl8_anim_set_reverse(pxl8_anim* anim, bool reverse);
void pxl8_anim_set_speed(pxl8_anim* anim, f32 speed);
pxl8_result pxl8_anim_set_state(pxl8_anim* anim, const char* name);
void pxl8_anim_stop(pxl8_anim* anim);
void pxl8_anim_update(pxl8_anim* anim, f32 dt);
#ifdef __cplusplus
}
#endif

View file

@ -141,7 +141,7 @@ pxl8_gfx* pxl8_gfx_create(
i32 window_width,
i32 window_height
) {
pxl8_gfx* gfx = (pxl8_gfx*)calloc(1, sizeof(*gfx));
pxl8_gfx* gfx = (pxl8_gfx*)calloc(1, sizeof(pxl8_gfx));
if (!gfx) {
pxl8_error("Failed to allocate graphics context");
return NULL;

View file

@ -28,26 +28,12 @@ static f32 prng_float(void) {
return (f32)prng_next() / (f32)0xFFFFFFFF;
}
static cave_grid* cave_grid_create(i32 width, i32 height) {
cave_grid* grid = malloc(sizeof(cave_grid));
if (!grid) return NULL;
static bool cave_grid_init(cave_grid* grid, i32 width, i32 height) {
grid->width = width;
grid->height = height;
grid->cells = calloc(width * height, sizeof(u8));
if (!grid->cells) {
free(grid);
return NULL;
}
return grid;
}
static void cave_grid_destroy(cave_grid* grid) {
if (!grid) return;
free(grid->cells);
free(grid);
return grid->cells != NULL;
}
static u8 cave_grid_get(const cave_grid* grid, i32 x, i32 y) {
@ -102,19 +88,19 @@ static void cave_grid_initialize(cave_grid* grid, f32 density) {
}
static void cave_grid_smooth(cave_grid* grid) {
cave_grid* temp = cave_grid_create(grid->width, grid->height);
if (!temp) return;
cave_grid temp;
if (!cave_grid_init(&temp, grid->width, grid->height)) return;
for (i32 y = 0; y < grid->height; y++) {
for (i32 x = 0; x < grid->width; x++) {
i32 neighbors = cave_grid_count_neighbors(grid, x, y);
u8 value = (neighbors > 4) ? 1 : 0;
cave_grid_set(temp, x, y, value);
cave_grid_set(&temp, x, y, value);
}
}
memcpy(grid->cells, temp->cells, grid->width * grid->height);
cave_grid_destroy(temp);
memcpy(grid->cells, temp.cells, grid->width * grid->height);
free(temp.cells);
}
static pxl8_result cave_to_bsp(pxl8_bsp* bsp, const cave_grid* grid) {
@ -366,19 +352,19 @@ static pxl8_result cave_to_bsp(pxl8_bsp* bsp, const cave_grid* grid) {
static pxl8_result procgen_cave(pxl8_bsp* bsp, const pxl8_procgen_params* params) {
prng_seed(params->seed);
cave_grid* grid = cave_grid_create(params->width, params->height);
if (!grid) {
cave_grid grid;
if (!cave_grid_init(&grid, params->width, params->height)) {
return PXL8_ERROR_OUT_OF_MEMORY;
}
cave_grid_initialize(grid, params->density);
cave_grid_initialize(&grid, params->density);
for (i32 i = 0; i < params->iterations; i++) {
cave_grid_smooth(grid);
cave_grid_smooth(&grid);
}
pxl8_result result = cave_to_bsp(bsp, grid);
cave_grid_destroy(grid);
pxl8_result result = cave_to_bsp(bsp, &grid);
free(grid.cells);
return result;
}

View file

@ -188,6 +188,44 @@ static const char* pxl8_ffi_cdefs =
"void pxl8_vfx_tunnel(pxl8_gfx* ctx, f32 time, f32 speed, f32 twist);\n"
"void pxl8_vfx_water_ripple(pxl8_gfx* ctx, f32* height_map, i32 drop_x, i32 drop_y, f32 damping);\n"
"\n"
"typedef struct pxl8_transition pxl8_transition;\n"
"typedef struct pxl8_anim pxl8_anim;\n"
"\n"
"pxl8_transition* pxl8_transition_create(i32 type, f32 duration);\n"
"void pxl8_transition_destroy(pxl8_transition* transition);\n"
"f32 pxl8_transition_get_progress(const pxl8_transition* transition);\n"
"bool pxl8_transition_is_active(const pxl8_transition* transition);\n"
"bool pxl8_transition_is_complete(const pxl8_transition* transition);\n"
"void pxl8_transition_render(const pxl8_transition* transition, pxl8_gfx* gfx);\n"
"void pxl8_transition_reset(pxl8_transition* transition);\n"
"void pxl8_transition_set_color(pxl8_transition* transition, u32 color);\n"
"void pxl8_transition_set_reverse(pxl8_transition* transition, bool reverse);\n"
"void pxl8_transition_start(pxl8_transition* transition);\n"
"void pxl8_transition_stop(pxl8_transition* transition);\n"
"void pxl8_transition_update(pxl8_transition* transition, f32 dt);\n"
"\n"
"pxl8_anim* pxl8_anim_create(const u32* frame_ids, const u16* frame_durations, u16 frame_count);\n"
"pxl8_anim* pxl8_anim_create_from_ase(pxl8_gfx* gfx, const char* path);\n"
"void pxl8_anim_destroy(pxl8_anim* anim);\n"
"i32 pxl8_anim_add_state(pxl8_anim* anim, const char* name, pxl8_anim* state_anim);\n"
"u16 pxl8_anim_get_current_frame(const pxl8_anim* anim);\n"
"u32 pxl8_anim_get_current_frame_id(const pxl8_anim* anim);\n"
"const char* pxl8_anim_get_state(const pxl8_anim* anim);\n"
"bool pxl8_anim_has_state_machine(const pxl8_anim* anim);\n"
"bool pxl8_anim_is_complete(const pxl8_anim* anim);\n"
"bool pxl8_anim_is_playing(const pxl8_anim* anim);\n"
"void pxl8_anim_pause(pxl8_anim* anim);\n"
"void pxl8_anim_play(pxl8_anim* anim);\n"
"void pxl8_anim_render_sprite(const pxl8_anim* anim, pxl8_gfx* gfx, i32 x, i32 y, i32 w, i32 h);\n"
"void pxl8_anim_reset(pxl8_anim* anim);\n"
"void pxl8_anim_set_frame(pxl8_anim* anim, u16 frame);\n"
"void pxl8_anim_set_loop(pxl8_anim* anim, bool loop);\n"
"void pxl8_anim_set_reverse(pxl8_anim* anim, bool reverse);\n"
"void pxl8_anim_set_speed(pxl8_anim* anim, f32 speed);\n"
"i32 pxl8_anim_set_state(pxl8_anim* anim, const char* name);\n"
"void pxl8_anim_stop(pxl8_anim* anim);\n"
"void pxl8_anim_update(pxl8_anim* anim, f32 dt);\n"
"\n"
"typedef struct { float x, y, z; } pxl8_vec3;\n"
"typedef struct { float x, y, z, w; } pxl8_vec4;\n"
"typedef struct { float m[16]; } pxl8_mat4;\n"

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@ -25,7 +25,7 @@ static void* sdl3_create(pxl8_color_mode mode, pxl8_resolution resolution,
const char* title, i32 win_w, i32 win_h) {
(void)mode;
pxl8_sdl3_context* ctx = (pxl8_sdl3_context*)SDL_calloc(1, sizeof(*ctx));
pxl8_sdl3_context* ctx = (pxl8_sdl3_context*)SDL_calloc(1, sizeof(pxl8_sdl3_context));
if (!ctx) {
pxl8_error("Failed to allocate SDL3 context");
return NULL;

248
src/pxl8_transition.c Normal file
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@ -0,0 +1,248 @@
#include "pxl8_transition.h"
#include <stdlib.h>
#include <math.h>
#include "pxl8_macros.h"
#include "pxl8_math.h"
pxl8_transition* pxl8_transition_create(pxl8_transition_type type, f32 duration) {
if (duration <= 0.0f) {
pxl8_error("Invalid transition duration: %f", duration);
return NULL;
}
pxl8_transition* transition = (pxl8_transition*)calloc(1, sizeof(pxl8_transition));
if (!transition) {
pxl8_error("Failed to allocate transition");
return NULL;
}
transition->type = type;
transition->duration = duration;
transition->time = 0.0f;
transition->active = false;
transition->reverse = false;
transition->color = 0xFF000000;
transition->on_complete = NULL;
transition->userdata = NULL;
return transition;
}
void pxl8_transition_destroy(pxl8_transition* transition) {
if (!transition) return;
free(transition);
}
f32 pxl8_transition_get_progress(const pxl8_transition* transition) {
if (!transition) return 0.0f;
f32 t = transition->time / transition->duration;
if (t < 0.0f) t = 0.0f;
if (t > 1.0f) t = 1.0f;
return transition->reverse ? 1.0f - t : t;
}
bool pxl8_transition_is_active(const pxl8_transition* transition) {
return transition && transition->active;
}
bool pxl8_transition_is_complete(const pxl8_transition* transition) {
if (!transition) return true;
return transition->time >= transition->duration;
}
void pxl8_transition_render(const pxl8_transition* transition, pxl8_gfx* gfx) {
if (!transition || !gfx || !transition->active) return;
f32 progress = pxl8_transition_get_progress(transition);
i32 width = pxl8_gfx_get_width(gfx);
i32 height = pxl8_gfx_get_height(gfx);
switch (transition->type) {
case PXL8_TRANSITION_FADE: {
u8 alpha = (u8)(progress * 255.0f);
u32 fade_color = (transition->color & 0x00FFFFFF) | (alpha << 24);
for (i32 y = 0; y < height; y++) {
for (i32 x = 0; x < width; x++) {
u32 bg = pxl8_get_pixel(gfx, x, y);
u32 r_bg = (bg >> 16) & 0xFF;
u32 g_bg = (bg >> 8) & 0xFF;
u32 b_bg = bg & 0xFF;
u32 r_fg = (fade_color >> 16) & 0xFF;
u32 g_fg = (fade_color >> 8) & 0xFF;
u32 b_fg = fade_color & 0xFF;
u32 r = (r_bg * (255 - alpha) + r_fg * alpha) / 255;
u32 g = (g_bg * (255 - alpha) + g_fg * alpha) / 255;
u32 b = (b_bg * (255 - alpha) + b_fg * alpha) / 255;
pxl8_pixel(gfx, x, y, 0xFF000000 | (r << 16) | (g << 8) | b);
}
}
break;
}
case PXL8_TRANSITION_WIPE_LEFT: {
i32 wipe_x = (i32)(width * progress);
pxl8_rect_fill(gfx, 0, 0, wipe_x, height, transition->color);
break;
}
case PXL8_TRANSITION_WIPE_RIGHT: {
i32 wipe_x = (i32)(width * (1.0f - progress));
pxl8_rect_fill(gfx, wipe_x, 0, width - wipe_x, height, transition->color);
break;
}
case PXL8_TRANSITION_WIPE_UP: {
i32 wipe_y = (i32)(height * progress);
pxl8_rect_fill(gfx, 0, 0, width, wipe_y, transition->color);
break;
}
case PXL8_TRANSITION_WIPE_DOWN: {
i32 wipe_y = (i32)(height * (1.0f - progress));
pxl8_rect_fill(gfx, 0, wipe_y, width, height - wipe_y, transition->color);
break;
}
case PXL8_TRANSITION_CIRCLE_CLOSE: {
i32 center_x = width / 2;
i32 center_y = height / 2;
i32 max_radius = (i32)sqrtf((f32)(center_x * center_x + center_y * center_y));
i32 radius = (i32)(max_radius * (1.0f - progress));
for (i32 y = 0; y < height; y++) {
for (i32 x = 0; x < width; x++) {
i32 dx = x - center_x;
i32 dy = y - center_y;
i32 dist = (i32)sqrtf((f32)(dx * dx + dy * dy));
if (dist > radius) {
pxl8_pixel(gfx, x, y, transition->color);
}
}
}
break;
}
case PXL8_TRANSITION_CIRCLE_OPEN: {
i32 center_x = width / 2;
i32 center_y = height / 2;
i32 max_radius = (i32)sqrtf((f32)(center_x * center_x + center_y * center_y));
i32 radius = (i32)(max_radius * progress);
for (i32 y = 0; y < height; y++) {
for (i32 x = 0; x < width; x++) {
i32 dx = x - center_x;
i32 dy = y - center_y;
i32 dist = (i32)sqrtf((f32)(dx * dx + dy * dy));
if (dist < radius) {
pxl8_pixel(gfx, x, y, transition->color);
}
}
}
break;
}
case PXL8_TRANSITION_DISSOLVE: {
u32 seed = 12345;
for (i32 y = 0; y < height; y++) {
for (i32 x = 0; x < width; x++) {
seed = seed * 1103515245 + 12345;
f32 noise = (f32)((seed / 65536) % 1000) / 1000.0f;
if (noise < progress) {
pxl8_pixel(gfx, x, y, transition->color);
}
}
}
break;
}
case PXL8_TRANSITION_PIXELATE: {
i32 max_block_size = 32;
i32 block_size = (i32)(max_block_size * progress);
if (block_size < 1) block_size = 1;
u8* fb = pxl8_gfx_get_framebuffer(gfx);
if (!fb) break;
for (i32 y = 0; y < height; y += block_size) {
for (i32 x = 0; x < width; x += block_size) {
u32 color_sum_r = 0, color_sum_g = 0, color_sum_b = 0;
i32 count = 0;
for (i32 by = 0; by < block_size && y + by < height; by++) {
for (i32 bx = 0; bx < block_size && x + bx < width; bx++) {
u32 color = pxl8_get_pixel(gfx, x + bx, y + by);
color_sum_r += (color >> 16) & 0xFF;
color_sum_g += (color >> 8) & 0xFF;
color_sum_b += color & 0xFF;
count++;
}
}
if (count > 0) {
u32 avg_color = 0xFF000000 |
((color_sum_r / count) << 16) |
((color_sum_g / count) << 8) |
(color_sum_b / count);
for (i32 by = 0; by < block_size && y + by < height; by++) {
for (i32 bx = 0; bx < block_size && x + bx < width; bx++) {
pxl8_pixel(gfx, x + bx, y + by, avg_color);
}
}
}
}
}
break;
}
}
}
void pxl8_transition_reset(pxl8_transition* transition) {
if (!transition) return;
transition->time = 0.0f;
transition->active = false;
}
void pxl8_transition_set_color(pxl8_transition* transition, u32 color) {
if (!transition) return;
transition->color = color;
}
void pxl8_transition_set_reverse(pxl8_transition* transition, bool reverse) {
if (!transition) return;
transition->reverse = reverse;
}
void pxl8_transition_start(pxl8_transition* transition) {
if (!transition) return;
transition->active = true;
transition->time = 0.0f;
}
void pxl8_transition_stop(pxl8_transition* transition) {
if (!transition) return;
transition->active = false;
}
void pxl8_transition_update(pxl8_transition* transition, f32 dt) {
if (!transition || !transition->active) return;
transition->time += dt;
if (transition->time >= transition->duration) {
transition->time = transition->duration;
transition->active = false;
if (transition->on_complete) {
transition->on_complete(transition->userdata);
}
}
}

51
src/pxl8_transition.h Normal file
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@ -0,0 +1,51 @@
#pragma once
#include "pxl8_gfx.h"
#include "pxl8_types.h"
typedef enum pxl8_transition_type {
PXL8_TRANSITION_FADE,
PXL8_TRANSITION_WIPE_LEFT,
PXL8_TRANSITION_WIPE_RIGHT,
PXL8_TRANSITION_WIPE_UP,
PXL8_TRANSITION_WIPE_DOWN,
PXL8_TRANSITION_CIRCLE_OPEN,
PXL8_TRANSITION_CIRCLE_CLOSE,
PXL8_TRANSITION_DISSOLVE,
PXL8_TRANSITION_PIXELATE
} pxl8_transition_type;
typedef struct pxl8_transition {
pxl8_transition_type type;
f32 duration;
f32 time;
bool active;
bool reverse;
u32 color;
void (*on_complete)(void* userdata);
void* userdata;
} pxl8_transition;
#ifdef __cplusplus
extern "C" {
#endif
pxl8_transition* pxl8_transition_create(pxl8_transition_type type, f32 duration);
void pxl8_transition_destroy(pxl8_transition* transition);
f32 pxl8_transition_get_progress(const pxl8_transition* transition);
bool pxl8_transition_is_active(const pxl8_transition* transition);
bool pxl8_transition_is_complete(const pxl8_transition* transition);
void pxl8_transition_render(const pxl8_transition* transition, pxl8_gfx* gfx);
void pxl8_transition_reset(pxl8_transition* transition);
void pxl8_transition_set_color(pxl8_transition* transition, u32 color);
void pxl8_transition_set_reverse(pxl8_transition* transition, bool reverse);
void pxl8_transition_start(pxl8_transition* transition);
void pxl8_transition_stop(pxl8_transition* transition);
void pxl8_transition_update(pxl8_transition* transition, f32 dt);
#ifdef __cplusplus
}
#endif