146 lines
3.5 KiB
C++
146 lines
3.5 KiB
C++
//#include "const.h"
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#include "animatedsprite.h"
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//#include <iostream>
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// Constructor
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AnimatedSprite::AnimatedSprite()
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{
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MovingSprite::init(0, 0, 0, 0, 0, 0, 0, 0, nullptr, nullptr);
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init(nullptr, nullptr);
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}
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// Destructor
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AnimatedSprite::~AnimatedSprite()
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{
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MovingSprite::init(0, 0, 0, 0, 0, 0, 0, 0, nullptr, nullptr);
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init(nullptr, nullptr);
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}
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// Iniciador
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void AnimatedSprite::init(LTexture *texture, SDL_Renderer *renderer)
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{
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mRenderer = renderer;
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mTexture = texture;
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for (Uint8 i = 0; i < 20; i++)
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{
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mAnimation[i].numFrames = 0;
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mAnimation[i].speed = 0;
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mAnimation[i].loop = true;
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mAnimation[i].currentFrame = 0;
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mAnimation[i].counter = 0;
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for (Uint8 j = 0; i < 50; i++)
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{
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mAnimation[i].frame[j].x = 0;
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mAnimation[i].frame[j].y = 0;
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mAnimation[i].frame[j].w = 0;
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mAnimation[i].frame[j].h = 0;
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}
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}
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mCurrentAnimation = 0;
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}
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// Calcula el frame correspondiente a la animación
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void AnimatedSprite::animate(int index)
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{
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// Calculamos el frame actual a partir del contador
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mAnimation[index].currentFrame = mAnimation[index].counter / mAnimation[index].speed;
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// Final de la animación
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if (mAnimation[index].currentFrame >= mAnimation[index].numFrames)
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{
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// Si se reproduce en bucle
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if (mAnimation[index].loop)
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{
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// Reiniciamos el contador de la animación
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mAnimation[index].counter = 0;
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}
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else
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{
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// Mantenemos el ultimo frame
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mAnimation[index].currentFrame = mAnimation[index].numFrames;
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}
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}
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// La animación no ha llegado a su fin
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else
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{
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// Establece el frame correspondiente de la animación
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setSpriteClip(mAnimation[index].frame[mAnimation[index].currentFrame]);
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// Incrementa el contador de la animacion
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mAnimation[index].counter++;
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}
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}
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// Actualiza todas las variables del objeto: posición, velocidad y animación
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void AnimatedSprite::update()
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{
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MovingSprite::update();
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animate(mCurrentAnimation);
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}
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// Establece el frame actual de la animación
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void AnimatedSprite::setCurrentFrame(Uint8 index, Uint8 num)
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{
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mAnimation[index].currentFrame = num;
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}
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// Establece el valor del contador
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void AnimatedSprite::setAnimationCounter(Uint8 index, Uint16 num)
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{
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mAnimation[index].counter = num;
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}
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// Establece el rectangulo para un frame de una animación
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void AnimatedSprite::setAnimationFrames(Uint8 index, Uint8 frame, int x, int y, int w, int h)
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{
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mAnimation[index].frame[frame].y = y;
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mAnimation[index].frame[frame].w = w;
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mAnimation[index].frame[frame].h = h;
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mAnimation[index].frame[frame].x = x;
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}
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// Establece el rectangulo para un frame de una animación
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void AnimatedSprite::setAnimationFrames(Uint8 index, Uint8 frame, SDL_Rect rect)
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{
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mAnimation[index].frame[frame] = rect;
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}
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// Establece la velocidad de una animación
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void AnimatedSprite::setAnimationSpeed(Uint8 index, Uint8 speed)
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{
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mAnimation[index].speed = speed;
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}
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// Establece el numero de frames de una animación
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void AnimatedSprite::setAnimationNumFrames(Uint8 index, Uint8 num)
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{
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if (num < MAX_FRAMES)
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mAnimation[index].numFrames = num;
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}
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// Establece si la animación se reproduce en bucle
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void AnimatedSprite::setAnimationLoop(Uint8 index, bool loop)
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{
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mAnimation[index].loop = loop;
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}
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// Devuelve el rectangulo de una animación y frame concreto
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SDL_Rect AnimatedSprite::getAnimationClip(Uint8 index, Uint8 frame)
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{
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return mAnimation[index].frame[frame];
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}
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// Establece la animación actual
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void AnimatedSprite::setCurrentAnimation(Uint8 index)
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{
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if (index < MAX_ANIMATIONS)
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mCurrentAnimation = index;
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}
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// Obtiene la animación actual
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Uint8 AnimatedSprite::getCurrentAnimation()
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{
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return mCurrentAnimation;
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} |