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#include "animation.h"

#include <cstdio>

namespace Graphics{

    // Basic animation, loops through the pictures
    Animation::Animation(){}

    Animation::Animation(const sf::Texture& texture, int count, int switchTime,
            int height = 0, int width = 0, int row = 0) :
        i_ (0),
        count_ (count),
        row_ (row),
        lastTime_ (0),
        switchTime_ (switchTime){

        sf::Vector2u size = texture_.getSize();
        if ( height == 0 ){
            h_ = size.y;
        } else {
            h_ = height;
        }

        if ( width == 0 ){
            if (size.x % count != 0){
                printf("Animation: size not divisible by %d\n", count);
            }
            w_ = size.x / count_;
        } else {
            w_ = width;
        }

        rect_ = sf::IntRect(0,row_ * h_,w_,h_); // set to first picture in
                                                   // animation
    }

    bool Animation::ticked(int deltaTime){
        lastTime_ += deltaTime;
        if ( switchTime_ > lastTime_ ){
            return false;
        }
        lastTime_ = 0;
        return true;
    }

    sf::IntRect& Animation::next(int deltaTime){
        if ( !ticked(deltaTime) ){
            return rect_;
        }
        if (i_ < count_ -1 ){
            i_ += 1;
        } else {
            i_ = 0;
        }
        rect_.left  = i_ * w_;

        return rect_;
    }

    void Animation::reset(){
        i_ = 0;
        rect_.left  = i_ * w_;
        rect_.top   = row_ * h_;
    }

    bool Animation::finished(){
        return false;
    }

    Animation::~Animation(){}

    // ONESHOT ANIMATION
    bool OneShotAnimation::finished(){
        return (i_ == count_ - 1);
    }

    sf::IntRect& OneShotAnimation::next(int deltaTime){
        if ( !ticked(deltaTime) ){
            return rect_;
        }
        if ( finished() ){
            return rect_;
        }
        if (i_ < count_ -1 ){
            i_ += 1;
        }
        rect_.left  = i_ * w_;

        return rect_;
    }

    // BOUNCING ANIMATION
    sf::IntRect& BouncingAnimation::next(int deltaTime){
        if( !ticked(deltaTime) ) {
            return rect_;
        }
        // Rewrite this and eliminate the boolean (use the count as
        // positive/negative)
        if ( up_ ) {
            if( i_ == count_ - 1){
                up_ = false;
            } else {
                i_++;
            }
        } else {
            i_--;
            if( i_ == 0 ){
                up_ = true;
            }
        }
        rect_.left  = i_ * w_;

        return rect_;
    }

    BouncingAnimation::~BouncingAnimation(){}
}