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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:
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
//
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