#include #include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" #include "AnimatorSystem.h" using namespace crepe; using namespace std::chrono; void AnimatorSystem::frame_update() { ComponentManager & mgr = this->mediator.component_manager; LoopTimerManager & timer = this->mediator.loop_timer; RefVector animations = mgr.get_components_by_type(); duration_t elapsed_time = timer.get_delta_time(); for (Animator & a : animations) { if (!a.active) continue; if (a.data.fps == 0) continue; Animator::Data & ctx = a.data; a.elapsed_time += elapsed_time; duration_t frame_duration = 1000ms / ctx.fps; if (a.elapsed_time <= frame_duration) continue; a.elapsed_time = 0ms; a.frame++; int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end; int total_frames = cycle_end - ctx.cycle_start; int curr_cycle_frame = (a.frame - ctx.cycle_start) % total_frames; ctx.row = (ctx.cycle_start + curr_cycle_frame) % a.grid_size.x; ctx.col = curr_cycle_frame / a.grid_size.x; a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; a.spritesheet.mask.y = ctx.col * a.spritesheet.mask.y; if (!ctx.looping && a.frame >= cycle_end) { a.active = false; } } }