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#pragma once
#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:
//TODO: need to implement this
void loop();
void stop();
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 A reference to the Sprite object which holds the sprite sheet for
* animation.
* \param row The maximum number of rows in the sprite sheet.
* \param col The maximum number of columns in the sprite sheet.
* \param col_animate The specific col index of the sprite sheet to animate. This allows
* selecting which col to animate from multiple col in the sheet.
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
~Animator(); // dbg_trace
private:
//! A reference to the Sprite sheet containing the animation frames.
Sprite & spritesheet;
//! The maximum number of columns in the sprite sheet.
const int col;
//! The maximum number of rows in the sprite sheet.
const int row;
//! The current col being animated.
int curr_col = 0;
//! The current row being animated.
int curr_row = 0;
Rect animator_rect;
//TODO: Is this necessary?
//int fps;
private:
//! AnimatorSystem adjust the private member parameters of Animator;
friend class AnimatorSystem;
//! SDLContext reads the Animator member var's
friend class SDLContext;
};
} // namespace crepe
//
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