#pragma once #include "../types.h" #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: struct Data { //! frames per second for animation unsigned int fps = 1; //! The current col being animated. unsigned int col = 0; //! The current row being animated. unsigned int row = 0; //! should the animation loop bool looping = false; //! starting frame for cycling unsigned int cycle_start = 0; //! end frame for cycling (-1 = use last frame) int cycle_end = -1; }; public: //! Animator will repeat the animation void loop(); //! starts the animation void play(); //! pauses the animation void pause(); /** * \brief stops the animation * * sets the active on false and resets all the current rows and columns */ void stop(); /** * \brief set frames per second * * \param fps frames per second */ void set_fps(int fps); /** * \brief set the range in the row * * \param start of row animation * \param end of row animation */ void set_cycle_range(int start, int end); /** * \brief select which column to animate from * * \param col animation column */ void set_anim(int col); //! will go to the next animaiton of current row void next_anim(); 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 the reference to the spritesheet * \param single_frame_size the width and height in pixels of a single frame inside the * spritesheet * \param grid_size the max rows and columns inside the given spritesheet * \param data extra animation data for more control * * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, const uvec2 & grid_size, const Animator::Data & data); ~Animator(); // dbg_trace public: Animator::Data data; private: //! A reference to the Sprite sheet containing. Sprite & spritesheet; //! The maximum number of rows and columns inside the spritesheet const uvec2 grid_size; //! Uses the spritesheet friend AnimatorSystem; }; } // namespace crepe