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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;
Animator::Data & ctx = a.data;
double frame_duration = 1.0f / ctx.fps;
int cycle_end = (ctx.cycle_end == -1) ? ctx.row : ctx.cycle_end;
int total_frames = cycle_end - ctx.cycle_start;
int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
ctx.curr_row = ctx.cycle_start + curr_frame;
ctx.spritesheet.mask.x = ctx.curr_row * ctx.spritesheet.mask.w;
ctx.spritesheet.mask.y = (ctx.curr_col * ctx.spritesheet.mask.h);
if (!ctx.looping && curr_frame == total_frames - 1) {
a.active = false;
}
}
}
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