#pragma once #include "Component.h" #include "Sprite.h" namespace crepe { class AnimatorSystem; class SDLContext; /** * \brief The Animator component is used to animate sprites by managing the movement * and frame changes within a sprite sheet. * * This component allows for controlling sprite animation through rows and columns of a sprite sheet. * It can be used to play animations, loop them, or stop them. */ class Animator : public Component { public: //TODO: need to implement this void loop(); void stop(); public: /** * \brief Constructs an Animator object that will control animations for a sprite sheet. * * \param id The unique identifier for the component, typically assigned automatically. * \param spritesheet A reference to the Sprite object which holds the sprite sheet for animation. * \param row The maximum number of rows in the sprite sheet. * \param col The maximum number of columns in the sprite sheet. * \param col__animate The specific col index of the sprite sheet to animate. This allows selecting which col to animate from multiple col in the sheet. * * This constructor sets up the Animator with the given parameters, and initializes the animation system. */ Animator(game_object_id_t id, Sprite & spritesheet, int row, int col, int col_animate); ~Animator(); // dbg_trace Animator(const Animator &) = delete; Animator(Animator &&) = delete; Animator & operator=(const Animator &) = delete; Animator & operator=(Animator &&) = delete; private: //! A reference to the Sprite sheet containing the animation frames. Sprite & spritesheet; //! The maximum number of columns in the sprite sheet. const int col; //! The maximum number of rows in the sprite sheet. const int row; //! The current col being animated. int curr_col = 0; //! The current row being animated. int curr_row = 0; Rect animator_rect; //TODO: Is this necessary? //int fps; private: //! AnimatorSystem adjust the private member parameters of Animator; friend class AnimatorSystem; //! SDLContext reads the Animator member var's friend class SDLContext; }; } // namespace crepe //