revisat moving i animated sprite

This commit is contained in:
2025-09-23 08:29:29 +02:00
parent 8f83a1d13e
commit 1a6ef79466
5 changed files with 19 additions and 21 deletions

View File

@@ -92,15 +92,12 @@ void AnimatedSprite::animate(float deltaTime) {
return;
}
// Convertir speed (frames) a tiempo: speed frames = speed * (1000ms/60fps) milisegundos
float frameTime = static_cast<float>(animations_[current_animation_].speed) * (1000.0f / 60.0f);
// Acumular tiempo transcurrido
animations_[current_animation_].time_accumulator += deltaTime;
// Verificar si es momento de cambiar frame
if (animations_[current_animation_].time_accumulator >= frameTime) {
animations_[current_animation_].time_accumulator -= frameTime;
if (animations_[current_animation_].time_accumulator >= animations_[current_animation_].speed) {
animations_[current_animation_].time_accumulator -= animations_[current_animation_].speed;
animations_[current_animation_].current_frame++;
// Si alcanza el final de la animación
@@ -132,12 +129,10 @@ void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) {
current_animation_ = NEW_ANIMATION;
if (reset) {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
} else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1);
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
}
@@ -153,12 +148,10 @@ void AnimatedSprite::setCurrentAnimation(int index, bool reset) {
current_animation_ = NEW_ANIMATION;
if (reset) {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
} else {
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size());
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
}
@@ -175,7 +168,6 @@ void AnimatedSprite::update(float deltaTime) {
// Reinicia la animación
void AnimatedSprite::resetAnimation() {
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].time_accumulator = 0.0f;
animations_[current_animation_].completed = false;
animations_[current_animation_].paused = false;

View File

@@ -17,15 +17,14 @@ class Texture;
// --- Estructuras ---
struct Animation {
static constexpr int DEFAULT_SPEED = 5;
static constexpr float DEFAULT_SPEED = 80.0F;
std::string name; // Nombre de la animación
std::vector<SDL_FRect> frames; // Frames que componen la animación
int speed{DEFAULT_SPEED}; // Velocidad de reproducción (frame-based)
float speed{DEFAULT_SPEED}; // Velocidad de reproducción (ms entre frames)
int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
bool completed{false}; // Indica si la animación ha finalizado
size_t current_frame{0}; // Frame actual en reproducción
int counter{0}; // Contador para la animación (frame-based)
float time_accumulator{0.0f}; // Acumulador de tiempo para animaciones time-based
bool paused{false}; // La animación no avanza

View File

@@ -81,16 +81,13 @@ void MovingSprite::render() {
// Establece la rotacion (time-based)
void MovingSprite::rotate(float deltaTime) {
if (rotate_.enabled) {
// DeltaTime puro: velocidad de rotación debe estar en unidades/ms
float rotationFrameTime = static_cast<float>(rotate_.speed) * (1000.0f / 60.0f);
rotate_.angle += rotate_.amount * (deltaTime / rotationFrameTime);
rotate_.angle += rotate_.amount * deltaTime;
}
}
// Activa o desactiva el efecto de rotación
void MovingSprite::setRotate(bool enable) {
rotate_.enabled = enable;
rotate_.counter = 0;
}
// Establece la posición y_ el tamaño del objeto

View File

@@ -15,7 +15,6 @@ class MovingSprite : public Sprite {
// --- Estructuras ---
struct Rotate {
bool enabled{false}; // Indica si ha de rotar
int counter{0}; // Contador
int speed{1}; // Velocidad de giro
double angle{0.0}; // Ángulo para dibujarlo
float amount{0.0F}; // Cantidad de grados a girar en cada iteración