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#include "animation.h"

#include <cstdio>

namespace Graphics{

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

    Animation::Animation(const char* filename, int count, int switchTime) :
        i_ (0),
        count_ (count),
        lastTime_ (0),
        switchTime_ (switchTime){

        texture_.loadFromFile(filename);

        sf::Vector2u size = texture_.getSize();
        h_ = size.y;
        if (size.x % count != 0){
            printf("Animation: size not divisible by %d\n", count);
        }
        w_ = size.x / count_;
        rect_ = sf::IntRect(0,0,w_,h_); // set to first picture in
                                        // animation
        sprite_ = sf::Sprite(texture_, rect_);
        sprite_.setScale(8,8);
    }

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

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

        sprite_.setTexture(texture_); // This shouldn't be needed...!
        sprite_.setTextureRect(rect_);

        return sprite_;
    }

    Animation::~Animation(){}

    // ONESHOT ANIMATION
    OneShotAnimation::OneShotAnimation(){}

    OneShotAnimation::OneShotAnimation(const char* filename, int count, int switchTime):
        Animation(filename, count, switchTime) {
    }

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

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

        sprite_.setTexture(texture_); // This shouldn't be needed...!
        sprite_.setTextureRect(rect_);

        return sprite_;
    }

    // BOUNCING ANIMATION
    BouncingAnimation::BouncingAnimation(){}

    BouncingAnimation::BouncingAnimation(const char* filename, int count, int switchTime):
        Animation(filename, count, switchTime),
        up_ (true) {
    }

    sf::Sprite& BouncingAnimation::next(int deltaTime){
        if( !ticked(deltaTime) ) {
            return sprite_;
        }
        // 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_;

        sprite_.setTexture(texture_); // This shouldn't be needed...!
        sprite_.setTextureRect(rect_);

        return sprite_;
    }

    BouncingAnimation::~BouncingAnimation(){}
}