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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