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#include "api/Animator.h"
#include "AnimatorSystem.h"
#include "ComponentManager.h"
using namespace crepe;
void AnimatorSystem::update() {
ComponentManager & mgr = this->component_manager;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
double elapsed_time = this->timer.get_current_time();
for (Animator & a : animations) {
if (!a.active) continue;
double frame_duration = 1.0f / a.fps;
int cycle_end = (a.cycle_end == -1) ? a.row : cycle_end;
int total_frames = cycle_end - a.cycle_start;
int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
a.curr_row = a.cycle_start + curr_frame;
a.spritesheet.mask.x = std::clamp((a.curr_row * a.spritesheet.mask.w - a.offset_x), 0,
a.spritesheet.mask.w);
a.spritesheet.mask.y = (a.curr_col * a.spritesheet.mask.h);
if (!a.looping && curr_frame == total_frames) {
a.active = false;
}
}
}
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