#include "api/Animator.h" #include "AnimatorSystem.h" #include "ComponentManager.h" using namespace crepe; void AnimatorSystem::update() { ComponentManager & mgr = this->component_manager; RefVector animations = mgr.get_components_by_type(); double elapsed_time = this->timer.get_current_time(); for (Animator & a : animations) { if (!a.active) continue; double frame_duration = 1.0f / a.fps; int cycle_end = (a.cycle_end == -1) ? a.row : cycle_end; int total_frames = cycle_end - a.cycle_start; int curr_frame = static_cast(elapsed_time / frame_duration) % total_frames; a.curr_row = a.cycle_start + curr_frame; a.spritesheet.mask.x = std::clamp((a.curr_row * a.spritesheet.mask.w - a.offset_x), 0, a.spritesheet.mask.w); a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h); if (!a.looping && curr_frame == total_frames) { a.active = false; } } }