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authorheavydemon21 <nielsstunnebrink1@gmail.com>2025-01-05 16:44:25 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2025-01-05 16:44:25 +0100
commitf693119c9e102a9b51a1015168ee2a56f2309dd1 (patch)
tree0773bd53ab98d2052ecd67c608d9dd6970e6dca9 /src/crepe/system
parentcf6ca6be5a9deac4de921f50d0aedf6a6156e0f4 (diff)
fixed AnimatorSystem bug so that it takes delta time instead of elapsed time, the Animator api has not been changed
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/AnimatorSystem.cpp23
1 files changed, 15 insertions, 8 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index e5ab2fa..1a0cde9 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,7 +1,8 @@
+#include <chrono>
+
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
-#include <chrono>
#include "AnimatorSystem.h"
@@ -13,27 +14,33 @@ void AnimatorSystem::frame_update() {
LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count();
+ duration_t elapsed_time = timer.get_delta_time();
for (Animator & a : animations) {
if (!a.active) continue;
if (a.data.fps == 0) continue;
Animator::Data & ctx = a.data;
- float frame_duration = 1.0f / ctx.fps;
- int last_frame = ctx.row;
+ 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;
- int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
+ 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 + curr_frame;
a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;
- a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h);
+ a.spritesheet.mask.y = ctx.col * a.spritesheet.mask.y;
- if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) {
+ if (!ctx.looping && a.frame >= cycle_end) {
a.active = false;
}
}