revisat moving i animated sprite
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@@ -92,15 +92,12 @@ void AnimatedSprite::animate(float deltaTime) {
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return;
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}
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// Convertir speed (frames) a tiempo: speed frames = speed * (1000ms/60fps) milisegundos
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float frameTime = static_cast<float>(animations_[current_animation_].speed) * (1000.0f / 60.0f);
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// Acumular tiempo transcurrido
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animations_[current_animation_].time_accumulator += deltaTime;
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// Verificar si es momento de cambiar frame
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if (animations_[current_animation_].time_accumulator >= frameTime) {
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animations_[current_animation_].time_accumulator -= frameTime;
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if (animations_[current_animation_].time_accumulator >= animations_[current_animation_].speed) {
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animations_[current_animation_].time_accumulator -= animations_[current_animation_].speed;
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animations_[current_animation_].current_frame++;
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// Si alcanza el final de la animación
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@@ -132,12 +129,10 @@ void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) {
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current_animation_ = NEW_ANIMATION;
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if (reset) {
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].time_accumulator = 0.0f;
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animations_[current_animation_].completed = false;
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} else {
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animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1);
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animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
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animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
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animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
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}
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@@ -153,12 +148,10 @@ void AnimatedSprite::setCurrentAnimation(int index, bool reset) {
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current_animation_ = NEW_ANIMATION;
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if (reset) {
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].time_accumulator = 0.0f;
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animations_[current_animation_].completed = false;
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} else {
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animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size());
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animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
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animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
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animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
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}
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@@ -175,7 +168,6 @@ void AnimatedSprite::update(float deltaTime) {
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// Reinicia la animación
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void AnimatedSprite::resetAnimation() {
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animations_[current_animation_].current_frame = 0;
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animations_[current_animation_].counter = 0;
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animations_[current_animation_].time_accumulator = 0.0f;
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animations_[current_animation_].completed = false;
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animations_[current_animation_].paused = false;
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@@ -17,15 +17,14 @@ class Texture;
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// --- Estructuras ---
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struct Animation {
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static constexpr int DEFAULT_SPEED = 5;
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static constexpr float DEFAULT_SPEED = 80.0F;
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std::string name; // Nombre de la animación
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std::vector<SDL_FRect> frames; // Frames que componen la animación
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int speed{DEFAULT_SPEED}; // Velocidad de reproducción (frame-based)
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float speed{DEFAULT_SPEED}; // Velocidad de reproducción (ms entre frames)
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int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
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bool completed{false}; // Indica si la animación ha finalizado
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size_t current_frame{0}; // Frame actual en reproducción
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int counter{0}; // Contador para la animación (frame-based)
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float time_accumulator{0.0f}; // Acumulador de tiempo para animaciones time-based
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bool paused{false}; // La animación no avanza
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@@ -81,16 +81,13 @@ void MovingSprite::render() {
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// Establece la rotacion (time-based)
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void MovingSprite::rotate(float deltaTime) {
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if (rotate_.enabled) {
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// DeltaTime puro: velocidad de rotación debe estar en unidades/ms
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float rotationFrameTime = static_cast<float>(rotate_.speed) * (1000.0f / 60.0f);
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rotate_.angle += rotate_.amount * (deltaTime / rotationFrameTime);
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rotate_.angle += rotate_.amount * deltaTime;
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}
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}
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// Activa o desactiva el efecto de rotación
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void MovingSprite::setRotate(bool enable) {
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rotate_.enabled = enable;
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rotate_.counter = 0;
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}
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// Establece la posición y_ el tamaño del objeto
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@@ -15,7 +15,6 @@ class MovingSprite : public Sprite {
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// --- Estructuras ---
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struct Rotate {
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bool enabled{false}; // Indica si ha de rotar
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int counter{0}; // Contador
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int speed{1}; // Velocidad de giro
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double angle{0.0}; // Ángulo para dibujarlo
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float amount{0.0F}; // Cantidad de grados a girar en cada iteración
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