112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
#include "const.h"
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#include "animatedsprite.h"
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#include <iostream>
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// Constructor
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AnimatedSprite::AnimatedSprite()
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{
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init(nullptr, nullptr);
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}
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// Destructor
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AnimatedSprite::~AnimatedSprite()
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{
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init(nullptr, nullptr);
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}
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// Iniciador
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void AnimatedSprite::init(LTexture *texture, SDL_Renderer *renderer)
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{
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mRenderer = renderer;
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mTexture = texture;
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for (Uint8 i = 0; i < 20; i++)
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{
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mAnimation[i].numFrames = 0;
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mAnimation[i].speed = 0;
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mAnimation[i].loop = true;
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for (Uint8 j = 0; i < 20; i++)
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{
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mAnimation[i].frames[j].x = 0;
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mAnimation[i].frames[j].y = 0;
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mAnimation[i].frames[j].w = 0;
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mAnimation[i].frames[j].h = 0;
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}
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}
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mCurrentFrame = 0;
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mAnimationCounter = 0;
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}
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// Calcula el frame correspondiente a la animación
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void AnimatedSprite::animate(int index)
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{
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// Calculamos el frame actual a partir del contador
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mCurrentFrame = mAnimationCounter / mAnimation[index].speed;
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// Si alcanzamos el final de la animación, reiniciamos el contador de la animación
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// en función de la variable loop
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if (mCurrentFrame >= mAnimation[index].numFrames)
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{
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if (mAnimation[index].loop)
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{
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mAnimationCounter = 0;
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}
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else
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{
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mCurrentFrame = mAnimation[index].numFrames;
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}
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}
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// En caso contrario
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else
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{
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// Escogemos el frame correspondiente de la animación
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setSpriteClip(mAnimation[index].frames[mCurrentFrame]);
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// Incrementamos el contador de la animacion
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++mAnimationCounter;
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}
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}
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// Establece el frame actual de la animación
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void AnimatedSprite::setCurrentFrame(Uint8 num)
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{
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mCurrentFrame = num;
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}
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// Establece el valor del contador
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void AnimatedSprite::setAnimationCounter(Uint16 num)
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{
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mAnimationCounter = num;
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}
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// Establece el rectangulo para un frame de una animación
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void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
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{
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mAnimation[index_animation].frames[index_frame].x = x;
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mAnimation[index_animation].frames[index_frame].y = y;
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mAnimation[index_animation].frames[index_frame].w = w;
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mAnimation[index_animation].frames[index_frame].h = h;
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}
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// Establece la velocidad de una animación
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void AnimatedSprite::setAnimationSpeed(Uint8 index, Uint8 speed)
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{
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mAnimation[index].speed = speed;
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}
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// Establece el numero de frames de una animación
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void AnimatedSprite::setAnimationNumFrames(Uint8 index, Uint8 num)
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{
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mAnimation[index].numFrames = num;
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}
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// Establece si la animación se reproduce en bucle
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void AnimatedSprite::setAnimationLoop(Uint8 index, bool loop)
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{
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mAnimation[index].loop = loop;
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}
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// Devuelve el rectangulo de una animación y frame concreto
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SDL_Rect AnimatedSprite::getAnimationClip(Uint8 index_animation, Uint8 index_frame)
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{
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return mAnimation[index_animation].frames[index_frame];
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} |