AnimatedSprite: posibilitat de resetejar o no el estat de la animació en setCurrentAnimation();

This commit is contained in:
2025-07-11 22:57:51 +02:00
parent 7ac46876ca
commit 66d55061dd
2 changed files with 40 additions and 20 deletions

View File

@@ -82,7 +82,7 @@ void AnimatedSprite::animate()
// Si alcanza el final de la animación, reinicia el contador de la animación
// en función de la variable loop y coloca el nuevo frame
if (animations_[current_animation_].current_frame >= (int)animations_[current_animation_].frames.size())
if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size())
{
if (animations_[current_animation_].loop == -1)
{ // Si no hay loop, deja el último frame
@@ -113,28 +113,48 @@ bool AnimatedSprite::animationIsCompleted()
}
// Establece la animacion actual
void AnimatedSprite::setCurrentAnimation(const std::string &name)
void AnimatedSprite::setCurrentAnimation(const std::string &name, bool reset)
{
const auto new_animation = getIndex(name);
if (current_animation_ != new_animation)
const auto NEW_ANIMATION = getIndex(name);
if (current_animation_ != NEW_ANIMATION)
{
current_animation_ = new_animation;
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].completed = false;
const auto OLD_ANIMATION = current_animation_;
current_animation_ = NEW_ANIMATION;
if (reset)
{
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
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_].completed = animations_[OLD_ANIMATION].completed;
}
}
}
// Establece la animacion actual
void AnimatedSprite::setCurrentAnimation(int index)
void AnimatedSprite::setCurrentAnimation(int index, bool reset)
{
const auto new_animation = index;
if (current_animation_ != new_animation)
const auto NEW_ANIMATION = index;
if (current_animation_ != NEW_ANIMATION)
{
current_animation_ = new_animation;
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
animations_[current_animation_].completed = false;
const auto OLD_ANIMATION = current_animation_;
current_animation_ = NEW_ANIMATION;
if (reset)
{
animations_[current_animation_].current_frame = 0;
animations_[current_animation_].counter = 0;
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_].completed = animations_[OLD_ANIMATION].completed;
}
}
}