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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(){}
}
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