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#include <chrono>
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
#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>();
duration_t elapsed_time = timer.get_delta_time();
for (Animator & a : animations) {
if (!a.active) continue;
if (a.data.fps == 0) continue;
Animator::Data & ctx = a.data;
a.elapsed_time += elapsed_time;
duration_t frame_duration = 1000ms / ctx.fps;
int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end;
if (a.elapsed_time >= frame_duration) {
a.elapsed_time = 0ms;
a.frame++;
if (a.frame == cycle_end) {
a.frame = ctx.cycle_start;
if (!ctx.looping) {
a.active = false;
continue;
}
}
}
ctx.row = ctx.cycle_start + a.frame;
a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;
}
}
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