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path: root/src/libjin/graphics/animations/je_animation.cpp
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Diffstat (limited to 'src/libjin/graphics/animations/je_animation.cpp')
-rw-r--r--src/libjin/graphics/animations/je_animation.cpp95
1 files changed, 95 insertions, 0 deletions
diff --git a/src/libjin/graphics/animations/je_animation.cpp b/src/libjin/graphics/animations/je_animation.cpp
index 4fe673a..028ef56 100644
--- a/src/libjin/graphics/animations/je_animation.cpp
+++ b/src/libjin/graphics/animations/je_animation.cpp
@@ -1,5 +1,8 @@
+#include "../../math/je_vector2.hpp"
#include "je_animation.h"
+using namespace JinEngine::Math;
+
namespace JinEngine
{
namespace Graphics
@@ -7,7 +10,99 @@ namespace JinEngine
namespace Animations
{
+ Animation::Animation()
+ : mIndex(0)
+ , mActive(true)
+ , mLoop(true)
+ , mTick(0)
+ {
+ }
+
+ void Animation::addFrame(const Sprite* frame)
+ {
+ if(frame != nullptr)
+ mFrames.push_back(frame);
+ }
+
+ void Animation::addFrames(const std::vector<Sprite*>& frames)
+ {
+ mFrames.insert(mFrames.end(), frames.begin(), frames.end());
+ }
+
+ void Animation::update(float dt)
+ {
+ if (!mActive)
+ return;
+ mTick += dt;
+ if (mTick >= mSpeed)
+ {
+ mTick -= mSpeed;
+ next();
+ }
+ }
+
+ void Animation::next()
+ {
+ int count = mFrames.size();
+ ++mIndex;
+ if (mLoop)
+ mIndex %= count;
+ mIndex = clamp<uint>(mIndex, 0, count - 1);
+ }
+
+ void Animation::pause()
+ {
+ mActive = false;
+ }
+
+ void Animation::resume()
+ {
+ mActive = true;
+ }
+
+ void Animation::rewind()
+ {
+ mIndex = 0;
+ mTick = 0;
+ }
+
+ void Animation::setSpeed(float speed)
+ {
+ mSpeed = speed;
+ }
+
+ void Animation::setLoop(bool isLoop)
+ {
+ mLoop = isLoop;
+ }
+
+ uint Animation::getCurrentFrameIndex()
+ {
+ return mIndex;
+ }
+
+ const Sprite* Animation::getCurrentFrame()
+ {
+ if (mIndex >= mFrames.size())
+ return nullptr;
+ return mFrames[mIndex];
+ }
+
+ void Animation::setCurrentFrame(uint frame)
+ {
+ mIndex = frame;
+ }
+ void Animation::render(float x, float y, float sx, float sy, float r)
+ {
+ if (mFrames.size() == 0)
+ return;
+ if (without<uint>(mIndex, 0, mFrames.size() - 1))
+ return;
+ const Sprite* spr = getCurrentFrame();
+ if(spr)
+ spr->render(x, y, sx, sy, r);
+ }
}
}