changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
126 lines
4.6 KiB
C++
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;
|
|
}
|