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authorJAROWMR <jarorutjes07@gmail.com>2025-01-06 12:47:19 +0100
committerJAROWMR <jarorutjes07@gmail.com>2025-01-06 12:47:19 +0100
commit9998ee0964b2eae80078987b1df9a9ddd6ccf233 (patch)
treee0f9d130f689d2e17f89a11712e107d52a045399
parenta4859aa99f5c80b80b093fde1589283dfbb70bbf (diff)
parenteef88cd5804e88b504d940d8256ec17798da9648 (diff)
merge
-rw-r--r--src/crepe/system/AnimatorSystem.cpp26
-rw-r--r--src/example/rendering_particle.cpp8
2 files changed, 17 insertions, 17 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index ec9a445..143d5d6 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -25,24 +25,20 @@ 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 (!ctx.looping && a.frame >= cycle_end) {
- a.active = false;
- continue;
+ if (a.elapsed_time >= frame_duration) {
+ a.elapsed_time = 0ms;
+ a.frame++;
+ if (a.frame == cycle_end) {
+ a.frame = ctx.cycle_start;
+ if (!ctx.looping) {
+ 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.row = ctx.cycle_start + a.frame;
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 {