Files
Coleman-Code/COM380/Project5/GambleKit/Engine/Game/Entities/GkGameAnimation.cpp
T
Amrit Panesar 39ee821f54 start 380 project5
changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
2015-05-06 10:18:39 -07:00

126 lines
4.6 KiB
C++

//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameAnimation.h"
#include "..\..\Graphics\GkImage.h"
#include "..\GkGame.h"
GkGameAnimation::GkGameAnimation(GkAnimatedTexture *animatedTexture, int x, int y, bool active, bool loop, bool visible, bool flipX, bool flipY, float framesPerSecond, int width, int height)
{
this->SetAnimatedTexture(animatedTexture, framesPerSecond);
this->x = x;
this->y = y;
this->width = width;
this->height = height;
this->framesPerSecond = framesPerSecond != 0.0f ? framesPerSecond : animatedTexture != 0 ? animatedTexture->framesPerSecond : 0.0f;
this->active = active && (animatedTexture != NULL);
this->loop = loop && (animatedTexture != NULL);
this->visible = visible && (animatedTexture != NULL);
this->flipX = flipX;
this->flipY = flipY;
}
GkGameAnimation::~GkGameAnimation(void)
{
}
void GkGameAnimation::SetAnimatedTexture(GkAnimatedTexture *animatedTexture, float framesPerSecond)
{
this->animatedTexture = animatedTexture;
this->framesPerSecond = framesPerSecond != 0.0f ? framesPerSecond : animatedTexture != 0 ? animatedTexture->framesPerSecond : 0.0f;
this->ResetAnimation(this->active);
}
void GkGameAnimation::Process(GkGame *game)
{
if (!(this->active && this->visible))
return;
if (this->flipX)
this->flipX = true;
this->currentFrame += this->framesPerSecond * game->timer->tickTime;
if (this->currentFrame > this->animatedTexture->numFrames)
{
if (this->loop)
{
int intFrame = (int)this->currentFrame;
float fracFrame = this->currentFrame - intFrame;
this->currentFrame = intFrame % this->animatedTexture->numFrames + fracFrame;
}
else
{
this->EndAnimation();
}
}
if (this->currentFrame < 0)
{
if (this->loop)
{
int intFrame = (int)this->currentFrame;
float fracFrame = this->currentFrame - intFrame;
this->currentFrame = (this->animatedTexture->numFrames - 1 - intFrame) % this->animatedTexture->numFrames + fracFrame;
}
else
{
this->EndAnimation();
}
}
}
void GkGameAnimation::Draw(GkGame *game)
{
if (!this->visible)
return;
GkTexture *frame = this->animatedTexture->frames[(int)this->currentFrame];
int width = this->width != 0 ? this->width : frame->width;
int height = this->height != 0 ? this->height : frame->height;
if (this->flipX)
if (this->flipY)
game->graphicsDevice->Draw(this->x + width, this->y + height, -width, -height, 0, 0, frame->width,frame->height, frame);
else
game->graphicsDevice->Draw(this->x + width, this->y, -width, height, 0, 0, frame->width, frame->height, frame);
else
if (this->flipY)
game->graphicsDevice->Draw(this->x, this->y + height, width, -height, 0, 0, frame->width, frame->height, frame);
else
game->graphicsDevice->Draw(this->x, this->y, width, height, 0, 0, frame->width, frame->height, frame);
}
bool GkGameAnimation::GetBoundaries(int *x1, int *y1, int *x2, int*y2)
{
*x1 = this->x;
*y1 = this->y;
*x2 = this->x + this->animatedTexture->frames[0]->width;
*y2 = this->y + this->animatedTexture->frames[0]->height;
return true;
}
void GkGameAnimation::ResetAnimation(bool start)
{
this->currentFrame = this->framesPerSecond < 0 ? this->animatedTexture != 0 ? (float)(this->animatedTexture->numFrames - 1) : 0.0f : 0.0f;
this->active = start;
}
void GkGameAnimation::EndAnimation()
{
this->currentFrame = this->framesPerSecond < 0 ? 0.0f : this->animatedTexture != 0 ? (float)(this->animatedTexture->numFrames - 1) : 0.0f;
this->active = false;
}