#include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" #include "AnimatorSystem.h" using namespace crepe; void AnimatorSystem::frame_update() { ComponentManager & mgr = this->mediator.component_manager; LoopTimerManager & timer = this->mediator.loop_timer; RefVector animations = mgr.get_components_by_type(); unsigned long long elapsed_time = timer.get_elapsed_time().count(); for (Animator & a : animations) { if (!a.active) continue; Animator::Data & ctx = a.data; float frame_duration = 1.0f / ctx.fps; int last_frame = ctx.row; int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end; int total_frames = cycle_end - ctx.cycle_start; int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; 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); if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { a.active = false; } } }