#include "util/Log.h" #include "Animator.h" #include "Component.h" #include "Sprite.h" using namespace crepe; Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row, unsigned int max_col, const Animator::Data & data) : Component(id), spritesheet(spritesheet), max_rows(max_row), max_columns(max_col), data(data) { dbg_trace(); this->spritesheet.mask.h /= this->max_columns; this->spritesheet.mask.w /= this->max_rows; this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w; this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h; // need to do this for to get the aspect ratio for a single clipping in the spritesheet this->spritesheet.aspect_ratio = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h; } Animator::~Animator() { dbg_trace(); } void Animator::loop() { this->data.looping = true; } void Animator::play() { this->active = true; } void Animator::pause() { this->active = false; } void Animator::stop() { this->active = false; this->data.col = 0; this->data.row = 0; } void Animator::set_fps(int fps) { this->data.fps = fps; } void Animator::set_cycle_range(int start, int end) { this->data.cycle_start = start, this->data.cycle_end = end; } void Animator::set_anim(int col) { Animator::Data & ctx = this->data; this->spritesheet.mask.x = ctx.row = 0; ctx.col = col; this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h; } void Animator::next_anim() { Animator::Data & ctx = this->data; ctx.row = ctx.row++ % this->max_rows; this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w; }