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 | #include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
#include "AnimatorSystem.h"
using namespace crepe;
void AnimatorSystem::update() {
	ComponentManager & mgr = this->mediator.component_manager;
	LoopTimerManager & timer = this->mediator.loop_timer;
	RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
	unsigned long long elapsed_time = timer.get_elapsed_time().count();
	for (Animator & a : animations) {
		if (!a.active) 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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