118 lines
3.0 KiB
C++
118 lines
3.0 KiB
C++
#include "const.h"
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#include "animatedsprite.h"
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// Constructor
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AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer)
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{
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// Copia los punteros
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setTexture(texture);
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setRenderer(renderer);
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}
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// Destructor
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AnimatedSprite::~AnimatedSprite()
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{
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}
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// Obtiene el indice de la animación a partir del nombre
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int AnimatedSprite::getIndex(std::string name)
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{
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int result = -1;
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for (int i = 0; i < animation.size(), i++)
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{
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if (animation[i].name == name)
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{
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result = i;
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}
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}
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return result;
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}
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// Calcula el frame correspondiente a la animación
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void AnimatedSprite::animate(std::string name)
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{
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if (mEnabled)
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{
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const int index = getIndex(name);
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// Calcula el frame actual a partir del contador
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animation[index].currentFrame = animation[index].counter/animation[index].speed;
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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
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if (animation[index].currentFrame >= animation[index].frames.size())
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{
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if (animation[index].loop)
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animation[index].counter = 0;
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else
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animation[index].currentFrame = animation[index].frames.size();
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}
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// En caso contrario
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else
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{
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// Escogemos el frame correspondiente de la animación
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setSpriteClip(animation[index].frames[animation[index].currentFrame]);
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// Incrementamos el contador de la animacion
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animation[index].counter++;
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}
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}
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}
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// Establece el frame actual de la animación
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void AnimatedSprite::setCurrentFrame(std::string name, int num)
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{
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animation[getIndex(name)].currentFrame = num;
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}
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// Establece el valor del contador
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void AnimatedSprite::setAnimationCounter(std::string name, int num)
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{
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animation[getIndex(name)].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_animation, Uint8 index_frame, int x, int y, int w, int h)
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{
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mAnimation[index_animation].frames[index_frame].x = x;
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mAnimation[index_animation].frames[index_frame].y = y;
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mAnimation[index_animation].frames[index_frame].w = w;
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mAnimation[index_animation].frames[index_frame].h = h;
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}
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// Establece la velocidad de una animación
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void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
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{
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animation[getIndex(name)].counter = num;
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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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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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// Establece el valor de la variable
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void AnimatedSprite::setCompleted(Uint8 index, bool value)
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{
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mAnimation[index].completed = value;
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}
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// Comprueba si ha terminado la animación
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bool AnimatedSprite::isCompleted(Uint8 index)
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{
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return mAnimation[index].completed;
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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_animation, Uint8 index_frame)
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{
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return mAnimation[index_animation].frames[index_frame];
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} |