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#include "../../math/je_vector2.hpp"
#include "je_animation.h"
using namespace JinEngine::Math;
namespace JinEngine
{
namespace Graphics
{
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);
}
}
}
}
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