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#include "../../math/vector2.hpp"
#include "animator.h"
using namespace JinEngine::Math;
namespace JinEngine
{
namespace Graphics
{
namespace Animations
{
Animator::Animator()
: mIndex(0)
, mTick(0)
, mIsActive(true)
{
}
void Animator::setAnimation(const Animation* anim)
{
mAnimation = anim;
if (mAnimation)
{
mSpeed = mAnimation->getSpeed();
mLoop = mAnimation->isLoop();
}
}
void Animator::play()
{
mIndex = 0;
mIsActive = true;
mTick = 0;
}
void Animator::pause()
{
mIsActive = false;
}
void Animator::resume()
{
mIsActive = true;
}
void Animator::update(float dt)
{
if (!mIsActive || !mAnimation)
return;
float interval = 1 / mSpeed;
mTick += dt;
uint fc = mAnimation->getFrameCount();
if (mTick >= interval)
{
mIndex += int(mTick / interval);
mTick = fmod(mTick, interval);
if (mLoop)
mIndex %= fc;
mIndex = clamp<uint>(mIndex, 0, fc - 1);
}
}
void Animator::rewind()
{
mIndex = 0;
}
void Animator::render(float x, float y, float sx, float sy, float r) const
{
if (!mAnimation)
return;
const Sprite* spr = mAnimation->getFrame(mIndex);
if (spr)
spr->render(x, y, sx, sy, r);
}
void Animator::forceToFrame(uint index)
{
mIndex = index;
}
void Animator::setSpeed(float speed)
{
mSpeed = speed;
}
void Animator::setDefaultSpeed()
{
if(mAnimation != nullptr)
mSpeed = mAnimation->getSpeed();
else
{
jin_log_error("Animation is null.");
return;
}
}
void Animator::setLoop(bool loop)
{
mLoop = loop;
}
void Animator::setDefaultLoop()
{
if(mAnimation != nullptr)
mLoop = mAnimation->isLoop();
else
{
jin_log_error("Animation is null.");
return;
}
}
float Animator::getSpeed()
{
return mSpeed;
}
uint Animator::getFrameCount()
{
return mAnimation->getFrameCount();
}
}
}
}
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