diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2025-01-06 12:47:19 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2025-01-06 12:47:19 +0100 |
commit | 9998ee0964b2eae80078987b1df9a9ddd6ccf233 (patch) | |
tree | e0f9d130f689d2e17f89a11712e107d52a045399 | |
parent | a4859aa99f5c80b80b093fde1589283dfbb70bbf (diff) | |
parent | eef88cd5804e88b504d940d8256ec17798da9648 (diff) |
merge
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 26 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 8 |
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 { |