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animatedsprite.cpp
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animatedsprite.cpp
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////////////////////////////////////////////////////////////
//
// Copyright (C) 2014 Maximilian Wagenbach (aka. Foaly) (foaly.f@web.de)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
// This file has been created using Maximilian Wagenbach (aka. Foaly) sources
// further modificated. Thank you Foaly.
#include
"animatedsprite.h"
#include
<cmath>
AnimatedSprite
::
AnimatedSprite
(
sf
::
Time
frameTime
,
bool
paused
,
bool
looped
)
:
m_animation
(
NULL
),
m_frameTime
(
frameTime
),
m_currentFrame
(
0
),
m_isPaused
(
paused
),
m_isLooped
(
looped
),
m_texture
(
NULL
)
{
// setScale(1.9,1.9);
setFrameTime
(
sf
::
seconds
(
0.5f
));
setFrameTime
(
sf
::
seconds
(
0.5f
));
}
void
AnimatedSprite
::
setAnimation
(
const
Animation
&
animation
)
{
m_animation
=
&
animation
;
m_texture
=
m_animation
->
getSpriteSheet
();
m_currentFrame
=
0
;
setFrame
(
m_currentFrame
);
}
void
AnimatedSprite
::
setFrameTime
(
sf
::
Time
time
)
{
m_frameTime
=
time
;
}
void
AnimatedSprite
::
play
()
{
m_isPaused
=
false
;
}
void
AnimatedSprite
::
play
(
const
Animation
&
animation
)
{
if
(
getAnimation
()
!=
&
animation
)
setAnimation
(
animation
);
play
();
}
void
AnimatedSprite
::
pause
()
{
m_isPaused
=
true
;
}
void
AnimatedSprite
::
stop
()
{
m_isPaused
=
true
;
m_currentFrame
=
0
;
setFrame
(
m_currentFrame
);
}
void
AnimatedSprite
::
setLooped
(
bool
looped
)
{
m_isLooped
=
looped
;
}
void
AnimatedSprite
::
setColor
(
const
sf
::
Color
&
color
)
{
// Update the vertices' color
m_vertices
[
0
].
color
=
color
;
m_vertices
[
1
].
color
=
color
;
m_vertices
[
2
].
color
=
color
;
m_vertices
[
3
].
color
=
color
;
}
const
Animation
*
AnimatedSprite
::
getAnimation
()
const
{
return
m_animation
;
}
sf
::
FloatRect
AnimatedSprite
::
getLocalBounds
()
const
{
sf
::
IntRect
rect
=
m_animation
->
getFrame
(
m_currentFrame
);
float
width
=
static_cast
<
float
>
(
std
::
fabs
(
rect
.
width
));
float
height
=
static_cast
<
float
>
(
std
::
fabs
(
rect
.
height
));
return
sf
::
FloatRect
(
0.f
,
0.f
,
width
,
height
);
}
sf
::
FloatRect
AnimatedSprite
::
getGlobalBounds
()
const
{
return
getTransform
().
transformRect
(
getLocalBounds
());
}
bool
AnimatedSprite
::
isLooped
()
const
{
return
m_isLooped
;
}
bool
AnimatedSprite
::
isPlaying
()
const
{
return
!
m_isPaused
;
}
sf
::
Time
AnimatedSprite
::
getFrameTime
()
const
{
return
m_frameTime
;
}
void
AnimatedSprite
::
setFrame
(
std
::
size_t
newFrame
,
bool
resetTime
)
{
if
(
m_animation
)
{
//calculate new vertex positions and texture coordiantes
sf
::
IntRect
rect
=
m_animation
->
getFrame
(
newFrame
);
m_vertices
[
0
].
position
=
sf
::
Vector2f
(
0.f
,
0.f
);
m_vertices
[
1
].
position
=
sf
::
Vector2f
(
0.f
,
static_cast
<
float
>
(
rect
.
height
));
m_vertices
[
2
].
position
=
sf
::
Vector2f
(
static_cast
<
float
>
(
rect
.
width
),
static_cast
<
float
>
(
rect
.
height
));
m_vertices
[
3
].
position
=
sf
::
Vector2f
(
static_cast
<
float
>
(
rect
.
width
),
0.f
);
float
left
=
static_cast
<
float
>
(
rect
.
left
)
+
0.0001f
;
float
right
=
left
+
static_cast
<
float
>
(
rect
.
width
);
float
top
=
static_cast
<
float
>
(
rect
.
top
);
float
bottom
=
top
+
static_cast
<
float
>
(
rect
.
height
);
m_vertices
[
0
].
texCoords
=
sf
::
Vector2f
(
left
,
top
);
m_vertices
[
1
].
texCoords
=
sf
::
Vector2f
(
left
,
bottom
);
m_vertices
[
2
].
texCoords
=
sf
::
Vector2f
(
right
,
bottom
);
m_vertices
[
3
].
texCoords
=
sf
::
Vector2f
(
right
,
top
);
}
if
(
resetTime
)
m_currentTime
=
sf
::
Time
::
Zero
;
}
void
AnimatedSprite
::
update
(
sf
::
Time
deltaTime
)
{
// if not paused and we have a valid animation
if
(
!
m_isPaused
&&
m_animation
)
{
// add delta time
m_currentTime
+=
deltaTime
;
// if current time is bigger then the frame time advance one frame
if
(
m_currentTime
>=
m_frameTime
)
{
// reset time, but keep the remainder
m_currentTime
=
sf
::
microseconds
(
m_currentTime
.
asMicroseconds
()
%
m_frameTime
.
asMicroseconds
());
// get next Frame index
if
(
m_currentFrame
==
0
)
m_currentFrame
++
;
else
{
// animation has ended
m_currentFrame
=
0
;
// reset to start
if
(
!
m_isLooped
)
{
m_isPaused
=
true
;
}
}
// set the current frame, not reseting the time
setFrame
(
m_currentFrame
,
false
);
}
}
}
void
AnimatedSprite
::
draw
(
sf
::
RenderTarget
&
target
,
sf
::
RenderStates
states
)
const
{
if
(
m_animation
&&
m_texture
)
{
states
.
transform
*=
getTransform
();
states
.
texture
=
m_texture
;
target
.
draw
(
m_vertices
,
4
,
sf
::
Quads
,
states
);
}
}
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animatedsprite.cpp (5 KB)
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