AnimatedSprite: posibilitat de resetejar o no el estat de la animació en setCurrentAnimation();
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@@ -82,7 +82,7 @@ void AnimatedSprite::animate()
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// Si alcanza el final de la animación, reinicia el contador de la animación
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// en función de la variable loop y coloca el nuevo frame
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if (animations_[current_animation_].current_frame >= (int)animations_[current_animation_].frames.size())
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if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size())
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{
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if (animations_[current_animation_].loop == -1)
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{ // Si no hay loop, deja el último frame
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@@ -113,29 +113,49 @@ bool AnimatedSprite::animationIsCompleted()
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}
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// Establece la animacion actual
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void AnimatedSprite::setCurrentAnimation(const std::string &name)
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void AnimatedSprite::setCurrentAnimation(const std::string &name, bool reset)
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{
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const auto new_animation = getIndex(name);
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if (current_animation_ != new_animation)
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const auto NEW_ANIMATION = getIndex(name);
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if (current_animation_ != NEW_ANIMATION)
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{
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const auto OLD_ANIMATION = current_animation_;
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current_animation_ = NEW_ANIMATION;
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if (reset)
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{
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current_animation_ = new_animation;
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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_].completed = false;
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}
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else
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{
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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_].completed = animations_[OLD_ANIMATION].completed;
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}
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}
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}
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// Establece la animacion actual
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void AnimatedSprite::setCurrentAnimation(int index)
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void AnimatedSprite::setCurrentAnimation(int index, bool reset)
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{
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const auto new_animation = index;
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if (current_animation_ != new_animation)
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const auto NEW_ANIMATION = index;
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if (current_animation_ != NEW_ANIMATION)
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{
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const auto OLD_ANIMATION = current_animation_;
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current_animation_ = NEW_ANIMATION;
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if (reset)
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{
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current_animation_ = new_animation;
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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_].completed = false;
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}
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else
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{
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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_].completed = animations_[OLD_ANIMATION].completed;
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}
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}
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}
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// Actualiza las variables del objeto
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@@ -18,7 +18,7 @@ struct Animation
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int speed; // Velocidad de reproducción
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int loop; // Frame de vuelta al terminar (-1 para no repetir)
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bool completed; // Indica si la animación ha finalizado
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int current_frame; // Frame actual en reproducción
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size_t current_frame; // Frame actual en reproducción
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int counter; // Contador para la animación
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Animation() : name(std::string()), speed(5), loop(0), completed(false), current_frame(0), counter(0) {}
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@@ -44,8 +44,8 @@ public:
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void update() override; // Actualiza la animación
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// --- Control de animaciones ---
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void setCurrentAnimation(const std::string &name = "default"); // Establece la animación por nombre
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void setCurrentAnimation(int index = 0); // Establece la animación por índice
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void setCurrentAnimation(const std::string &name = "default", bool reset = true); // Establece la animación por nombre
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void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
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void resetAnimation(); // Reinicia la animación actual
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void setAnimationSpeed(size_t value); // Establece la velocidad de la animación
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