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#pragma once
#include <cstdint>
#include "Component.h"
#include "api/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[in] id The unique identifier for the component, typically assigned automatically.
* \param[in] spritesheet A reference to the Sprite object which holds the sprite sheet for animation.
* \param[in] row The maximum number of rows in the sprite sheet.
* \param[in] col The maximum number of columns in the sprite sheet.
* \param[in] 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);
/**
* \brief Destroys the Animator object and cleans up any resources.
*
* This destructor will handle any necessary cleanup when the Animator component is no longer needed.
*/
~Animator();
//! Deleted copy constructor to prevent copying of the Animator instance.
Animator(const Animator &) = delete;
//! Deleted move constructor to prevent moving of the Animator instance.
Animator(Animator &&) = delete;
//! Deleted copy assignment operator to prevent copying the Animator instance.
Animator & operator=(const Animator &) = delete;
//! Deleted move assignment operator to prevent moving the Animator instance.
Animator & operator=(Animator &&) = delete;
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:
//! Friend class that can directly access the private members of the Animator.
friend class AnimatorSystem;
friend class SDLContext;
};
} // namespace crepe
//
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