diff options
author | Max-001 <maxsmits21@kpnmail.nl> | 2025-01-06 12:06:52 +0100 |
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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 { |