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#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
#include <chrono>
#include "AnimatorSystem.h"
using namespace crepe;
using namespace std::chrono;
void AnimatorSystem::frame_update() {
ComponentManager & mgr = this->mediator.component_manager;
LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count();
for (Animator & a : animations) {
if (!a.active) continue;
if (a.data.fps == 0) continue;
Animator::Data & ctx = a.data;
float frame_duration = 1.0f / ctx.fps;
int last_frame = ctx.row;
int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end;
int total_frames = cycle_end - ctx.cycle_start;
int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
ctx.row = ctx.cycle_start + curr_frame;
a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;
a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h);
if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) {
a.active = false;
}
}
}
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