diff options
| author | Max-001 <maxsmits21@kpnmail.nl> | 2025-01-06 12:06:52 +0100 | 
|---|---|---|
| committer | Max-001 <maxsmits21@kpnmail.nl> | 2025-01-06 12:06:52 +0100 | 
| commit | 2c18e4a8178de0b84fe899faa5c897172235f271 (patch) | |
| tree | 1283adc04537312b96a89dbfae600278b10437c3 | |
| parent | c40514053e39019ce988cc7961c68fbf7aa5dbe3 (diff) | |
| parent | 1880d3bd97524455b72a29603b45de2da8de3f31 (diff) | |
Merge remote-tracking branch 'origin/niels/UI' into max/game
| -rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 13 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 8 | 
2 files changed, 12 insertions, 9 deletions
| diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index ec9a445..1a30502 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -25,23 +25,22 @@ void AnimatorSystem::frame_update() {  		a.elapsed_time += elapsed_time;  		duration_t frame_duration = 1000ms / ctx.fps; -		if (a.elapsed_time <= frame_duration) continue; - -		a.elapsed_time = 0ms; -		a.frame++; -  		int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end;  		int total_frames = cycle_end - ctx.cycle_start;  		int curr_cycle_frame = (a.frame - ctx.cycle_start) % total_frames; +		if (a.elapsed_time >= frame_duration) { +			a.elapsed_time = 0ms; +			a.frame++; +		} +  		if (!ctx.looping && a.frame >= cycle_end) {  			a.active = false;  			continue;  		}  		ctx.row = (ctx.cycle_start + curr_cycle_frame) % a.grid_size.x; -		ctx.col = curr_cycle_frame / a.grid_size.x; - +		//ctx.col = curr_cycle_frame / a.grid_size.x;  		a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;  		a.spritesheet.mask.y = ctx.col * a.spritesheet.mask.y;  	} diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index c28d6a0..e6b31a7 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -43,13 +43,17 @@ public:  			}  		); -		game_object.add_component<Animator>( +		auto & anim = game_object.add_component<Animator>(  			test_sprite, ivec2 {56, 56}, uvec2 {4, 4},  			Animator::Data { -				.looping = false, +				.looping = 0,  			}  		); +		anim.set_anim(1); +		anim.pause(); +		anim.next_anim(); +  		auto & cam = game_object.add_component<Camera>(  			ivec2 {1280, 720}, vec2 {5, 5},  			Camera::Data { |