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-rw-r--r--src/crepe/system/AnimatorSystem.cpp27
-rw-r--r--src/crepe/system/AnimatorSystem.h7
-rw-r--r--src/crepe/system/RenderSystem.cpp21
-rw-r--r--src/crepe/system/RenderSystem.h11
4 files changed, 40 insertions, 26 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 8bb6465..9aede7f 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,4 +1,4 @@
-#include <cstdint>
+
#include "../api/Animator.h"
#include "../facade/SDLContext.h"
@@ -13,12 +13,27 @@ void AnimatorSystem::update() {
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- uint64_t tick = SDLContext::get_instance().get_ticks();
+ double elapsed_time = this->timer.get_current_time();
+
for (Animator & a : animations) {
if (!a.active) continue;
- // (10 frames per second)
- a.curr_row = (tick / 100) % a.row;
- a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col;
- a.spritesheet.mask = a.spritesheet.mask;
+
+ Animator::Data & ctx = a.data;
+ double frame_duration = 1.0f / ctx.fps;
+
+ int last_frame = ctx.curr_row;
+
+ int cycle_end = (ctx.cycle_end == -1) ? a.row : ctx.cycle_end;
+ int total_frames = cycle_end - ctx.cycle_start;
+
+ int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
+
+ ctx.curr_row = ctx.cycle_start + curr_frame;
+ a.spritesheet.mask.x = ctx.curr_row * a.spritesheet.mask.w;
+ a.spritesheet.mask.y = (ctx.curr_col * a.spritesheet.mask.h);
+
+ if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) {
+ a.active = false;
+ }
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index f8179a9..e8a5158 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -1,9 +1,7 @@
#pragma once
#include "System.h"
-
-//TODO:
-// control if flip works with animation system
+#include "api/LoopTimer.h"
namespace crepe {
@@ -26,6 +24,9 @@ public:
* looping).
*/
void update() override;
+
+private:
+ LoopTimer & timer = LoopTimer::get_instance();
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 92dba43..111ad7d 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -21,7 +21,7 @@ void RenderSystem::clear_screen() { this->context.clear_screen(); }
void RenderSystem::present_screen() { this->context.present_screen(); }
-const Camera & RenderSystem::update_camera() {
+SDLContext::CameraValues RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -32,16 +32,17 @@ const Camera & RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- this->context.set_camera(cam);
- this->cam_pos = transform.position + cam.offset;
- return cam;
+ SDLContext::CameraValues cam_val = this->context.set_camera(cam);
+ cam_val.cam_pos = transform.position + cam.data.offset;
+ return cam_val;
}
throw std::runtime_error("No active cameras in current scene");
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
- if (a.sorting_in_layer < b.sorting_in_layer) return true;
- if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
+ if (a.data.sorting_in_layer < b.data.sorting_in_layer) return true;
+ if (a.data.sorting_in_layer == b.data.sorting_in_layer)
+ return a.data.order_in_layer < b.data.order_in_layer;
return false;
}
@@ -59,7 +60,7 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
+bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
@@ -80,7 +81,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -89,12 +89,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
+void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
const Transform & tm) {
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -103,7 +102,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const Camera & cam = this->update_camera();
+ const SDLContext::CameraValues & cam = this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 096d058..eaf1213 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -37,7 +37,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- const Camera & update_camera();
+ SDLContext::CameraValues update_camera();
//! Renders the whole screen
void render();
@@ -52,7 +52,8 @@ private:
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
+ bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
+ const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -60,7 +61,8 @@ private:
* \param sprite the sprite component that holds all the data
* \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
+ void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
+ const Transform & tm);
/**
* \brief sort a vector sprite objects with
@@ -79,9 +81,6 @@ private:
private:
// FIXME: retrieve sdlcontext via mediator after #PR57
SDLContext & context = SDLContext::get_instance();
-
- //! camera postion in the current scene
- vec2 cam_pos;
};
} // namespace crepe