blob: 36bc9f4cbf1c02604c77c5e4d2b870aa927a1dde (
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
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
#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:
struct Data {
//! A reference to the Sprite sheet containing.
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;
//! frames per second for animation
int fps;
//! The current col being animated.
int curr_col;
//! The current row being animated.
int curr_row = 0;
//! should the animation loop
bool looping = false;
//! starting frame for cycling
int cycle_start = 0;
//! end frame for cycling (-1 --> use last frame)
int cycle_end = -1;
//! offset in pixels.
// TODO implement
int offset_x = 0;
};
public:
/**
* \brief Animator will repeat the animation
*
*/
void loop();
/**
* \brief starts the animation
*
*/
void play();
/**
* \brief pauses the animation
*
* sets the active false
*
*/
void pause();
/**
* \brief stops the animation
*
* sets the active on false and resets all the current rows and columns
*
*/
void stop();
/**
* \brief set frames per second
*
* \param fps frames per second
*/
void set_fps(int fps);
/**
* \brief set the range in the row
*
* \param start of row animation
* \param end of row animation
*/
void set_cycle_range(int start, int end);
/**
* \brief select which column to animate from
*
* \param col animation column
*/
void set_anim(int col);
/**
* \brief will go to the next animaiton of current row
*
*/
void next_anim();
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 ctx animator data
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
Animator(uint32_t id, const Animator::Data & ctx);
~Animator(); // dbg_trace
public:
Animator::Data data;
private:
//! AnimatorSystem adjust the private member parameters of Animator;
friend class AnimatorSystem;
};
} // namespace crepe
//
|