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AnimatedTexture
Chuck Walbourn edited this page Apr 26, 2022
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This is an example of a C++ port of the C# XNA Game Studio sample class for drawing an animated 2D sprite using SpriteBatch. The sprite animation is assumed to be laid out horizontally.
Related tutorial: More tricks with sprites
class AnimatedTexture
{
public:
AnimatedTexture()
{
...
}
AnimatedTexture( const DirectX::XMFLOAT2& origin, float rotation, float scale,
float depth )
{
...
}
void Load( ID3D11ShaderResourceView* texture, int frameCount, int framesPerSecond )
{
if ( frameCount < 0 || framesPerSecond <= 0 )
throw std::invalid_argument( "AnimatedTexture" );
mPaused = false;
mFrameCount = frameCount;
mTimePerFrame = 1.f / float(framesPerSecond);
mTotalElapsed = 0.f;
mTexture = texture;
if ( texture )
{
Microsoft::WRL::ComPtr<ID3D11Resource> resource;
texture->GetResource( resource.GetAddressOf() );
D3D11_RESOURCE_DIMENSION dim;
resource->GetType( &dim );
if ( dim != D3D11_RESOURCE_DIMENSION_TEXTURE2D )
throw std::exception( "AnimatedTexture expects a Texture2D" );
Microsoft::WRL::ComPtr<ID3D11Texture2D> tex2D;
resource.As( &tex2D );
D3D11_TEXTURE2D_DESC desc;
tex2D->GetDesc( &desc );
mTextureWidth = int( desc.Width );
mTextureHeight = int( desc.Height );
}
}
void Update( float elapsed )
{
if ( mPaused )
return;
mTotalElapsed += elapsed;
if ( mTotalElapsed > mTimePerFrame )
{
++mFrame;
mFrame = mFrame % mFrameCount;
mTotalElapsed -= mTimePerFrame;
}
}
void Draw( DirectX::SpriteBatch* batch, const DirectX::XMFLOAT2& screenPos ) const
{
Draw( batch, mFrame, screenPos );
}
void Draw( DirectX::SpriteBatch* batch, int frame,
const DirectX::XMFLOAT2& screenPos ) const
{
int frameWidth = mTextureWidth / mFrameCount;
RECT sourceRect;
sourceRect.left = frameWidth * frame;
sourceRect.top = 0;
sourceRect.right = sourceRect.left + frameWidth;
sourceRect.bottom = mTextureHeight;
batch->Draw( mTexture.Get(), screenPos, &sourceRect, DirectX::Colors::White,
mRotation, mOrigin, mScale, DirectX::SpriteEffects_None, mDepth );
}
void Reset()
{
mFrame = 0;
mTotalElapsed = 0.f;
}
void Stop()
{
mPaused = true;
mFrame = 0;
mTotalElapsed = 0.f;
}
void Play() { mPaused = false; }
void Paused() { mPaused = true; }
bool IsPaused() const { return mPaused; }
private:
bool mPaused;
int mFrame;
int mFrameCount;
int mTextureWidth;
int mTextureHeight;
float mTimePerFrame;
float mTotalElapsed;
float mDepth;
float mRotation;
DirectX::XMFLOAT2 mOrigin;
DirectX::XMFLOAT2 mScale;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mTexture;
};
This example uses a sprite sheet that has 4 frames of animation (shipanimated.dds)
#include "DDSTextureLoader.h"
#include "SpriteBatch.h"
#include "AnimatedTexture.h"
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> ship;
std::unique_ptr<DirectX::SpriteBatch> spriteBatch;
std::unique_ptr<AnimatedTexture> sprite;
// Create a texture using our sprite sheet
hr = CreateDDSTextureFromFile( device, L"shipanimated.dds", nullptr,
ship.GetAddressOf() );
DX::ThrowIfFailed(hr);
...
// Create a sprite batch for drawing
spriteBatch = std::make_unique<SpriteBatch>( context );
// Create an AnimatedTexture helper class instance and set it to use our texture
// which is assumed to have 4 frames of animation with a FPS of 2 seconds
sprite = std::make_unique<AnimatedTexture>( XMFLOAT2(0,0), 0.f, 2.f, 0.5f );
sprite->Load( ship.Get(), 4, 2 );
...
// Update the sprite sheet animation based on current time
sprite->Update( timeDelta );
...
// Render the sprite using sprite batch
spriteBatch->Begin();
// TODO - background draw here
sprite->Draw( spriteBatch.get(), screenPos );
// TODO - More sprites or text here
spriteBatch->End();
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
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