blob: 1234967c3ed896e75416b9cc61ec498eb35843e4 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
#include "util/Log.h"
#include "Animator.h"
#include "Component.h"
#include "Sprite.h"
using namespace crepe;
Animator::Animator(game_object_id_t id, const Animator::Data & ctx)
: Component(id),
data(ctx) {
dbg_trace();
this->data.spritesheet.mask.h /= this->data.col;
this->data.spritesheet.mask.w /= this->data.row;
this->data.spritesheet.mask.x = 0;
this->data.spritesheet.mask.y = this->data.col * this->data.spritesheet.mask.h;
// need to do this for to get the aspect ratio for a single clipping in the spritesheet
Sprite & ss = this->data.spritesheet;
ss.data.aspect_ratio
= static_cast<double>(this->data.spritesheet.mask.w) / this->data.spritesheet.mask.h;
}
Animator::~Animator() { dbg_trace(); }
void Animator::loop() { this->data.looping = true; }
void Animator::play() { this->active = true; }
void Animator::pause() { this->active = false; }
void Animator::stop() {
this->active = false;
this->data.curr_col = 0;
this->data.curr_row = 0;
}
void Animator::set_fps(int fps) { this->data.fps = fps; }
void Animator::set_cycle_range(int start, int end) {
this->data.cycle_start = start, this->data.cycle_end = end;
}
void Animator::set_anim(int col) {
this->data.curr_row = 0;
this->data.curr_col = col;
}
void Animator::next_anim() {
Animator::Data & ctx = this->data;
ctx.curr_row = ctx.curr_row++ % ctx.row;
ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w;
}
|