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SpriteEntity.cpp
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SpriteEntity.cpp
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/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"SpriteEntity.h"
SpriteEntity
::
SpriteEntity
(
sf
::
Texture
*
image
,
float
x
,
float
y
,
int
width
,
int
height
,
int
imagesProLine
)
:
GameEntity
(
x
,
y
)
{
frame
=
0
;
isFading
=
false
;
isShrinking
=
false
;
isVisible
=
true
;
isMirroring
=
false
;
color
=
sf
::
Color
(
255
,
255
,
255
,
255
);
this
->
image
=
image
;
sprite
.
setTexture
(
*
image
);
this
->
width
=
width
<=
0
?
image
->
getSize
().
x
:
width
;
this
->
height
=
height
<=
0
?
image
->
getSize
().
y
:
height
;
sprite
.
setOrigin
((
float
)(
this
->
width
/
2
),
(
float
)(
this
->
height
/
2
));
this
->
imagesProLine
=
imagesProLine
;
renderAdd
=
false
;
}
int
SpriteEntity
::
getFrame
()
{
return
frame
;
}
int
SpriteEntity
::
getWidth
()
{
return
width
;
}
float
SpriteEntity
::
getScaleX
()
{
return
sprite
.
getScale
().
x
;
}
void
SpriteEntity
::
setFading
(
bool
isFading
)
{
this
->
isFading
=
isFading
;
}
void
SpriteEntity
::
setColor
(
sf
::
Color
color
)
{
this
->
color
=
color
;
sprite
.
setColor
(
sf
::
Color
(
color
.
r
,
color
.
g
,
color
.
b
,
color
.
a
));
}
void
SpriteEntity
::
setTexture
(
sf
::
Texture
*
image
)
{
sprite
.
setTexture
(
*
image
);
}
void
SpriteEntity
::
setShrinking
(
bool
isShrinking
)
{
setShrinking
(
isShrinking
,
1.0f
,
1.0f
);
}
void
SpriteEntity
::
setShrinking
(
bool
isShrinking
,
float
initialScaleX
,
float
initialScaleY
)
{
this
->
isShrinking
=
isShrinking
;
this
->
initialScaleX
=
initialScaleX
;
this
->
initialScaleY
=
initialScaleY
;
}
void
SpriteEntity
::
setVisible
(
bool
isVisible
)
{
this
->
isVisible
=
isVisible
;
}
void
SpriteEntity
::
setMirroring
(
bool
isMirroring
)
{
this
->
isMirroring
=
isMirroring
;
}
void
SpriteEntity
::
setFrame
(
int
frame
)
{
this
->
frame
=
frame
;
}
void
SpriteEntity
::
setScale
(
float
scx
,
float
scy
)
{
sprite
.
setScale
(
scx
,
scy
);
}
void
SpriteEntity
::
setImagesProLine
(
int
n
)
{
imagesProLine
=
n
;
}
void
SpriteEntity
::
setRenderAdd
()
{
renderAdd
=
true
;
}
void
SpriteEntity
::
removeCenter
()
{
sprite
.
setOrigin
(
0.0f
,
0.0f
);
}
void
SpriteEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
if
(
isVisible
)
{
int
nx
=
frame
;
int
ny
=
0
;
if
(
imagesProLine
>
0
)
{
nx
=
frame
%
imagesProLine
;
ny
=
frame
/
imagesProLine
;
}
if
(
isMirroring
)
sprite
.
setTextureRect
(
sf
::
IntRect
((
nx
+
1
)
*
width
,
ny
*
height
,
-
width
,
height
));
else
sprite
.
setTextureRect
(
sf
::
IntRect
(
nx
*
width
,
ny
*
height
,
width
,
height
));
sprite
.
setPosition
(
x
,
y
);
sprite
.
setRotation
(
angle
);
if
(
isFading
)
{
sprite
.
setColor
(
sf
::
Color
(
color
.
r
,
color
.
g
,
color
.
b
,
(
sf
::
Uint8
)(
getFade
()
*
255
)));
}
if
(
isShrinking
)
{
sprite
.
setScale
(
initialScaleX
*
getFade
(),
initialScaleY
*
getFade
());
}
if
(
renderAdd
)
{
sf
::
RenderStates
r
;
r
.
blendMode
=
sf
::
BlendAdd
;
app
->
draw
(
sprite
,
r
);
}
else
{
app
->
draw
(
sprite
);
}
}
}
void
SpriteEntity
::
displayCenterAndZ
(
sf
::
RenderTarget
*
app
)
{
sf
::
Vertex
line
[]
=
{
sf
::
Vertex
(
sf
::
Vector2f
(
x
-
2
,
y
),
sf
::
Color
::
Green
),
sf
::
Vertex
(
sf
::
Vector2f
(
x
+
2
,
y
),
sf
::
Color
::
Green
),
sf
::
Vertex
(
sf
::
Vector2f
(
x
,
y
-
2
),
sf
::
Color
::
Green
),
sf
::
Vertex
(
sf
::
Vector2f
(
x
,
y
+
2
),
sf
::
Color
::
Green
),
sf
::
Vertex
(
sf
::
Vector2f
(
x
-
5
,
z
),
sf
::
Color
::
Green
),
sf
::
Vertex
(
sf
::
Vector2f
(
x
+
5
,
z
),
sf
::
Color
::
Green
)
};
app
->
draw
(
line
,
6
,
sf
::
Lines
);
}
void
SpriteEntity
::
animate
(
float
delay
)
{
GameEntity
::
animate
(
delay
);
}
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Expires
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SpriteEntity.cpp (3 KB)
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