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#include<SFML/Graphics.hpp>
#include<vector>
#include<cstdio>
#include<cmath>
#include "graphics/animation.h"
#include "entity.h"
#include "resourceManager.h"
#include "resourceIds.h"
namespace gph = Graphics;
class Unit: Entity{
private:
sf::Texture spritesheet_;
public:
gph::Animation ne_shooting_animation;
gph::Animation se_shooting_animation;
gph::Animation& current_animation = ne_shooting_animation;
sf::Sprite sprite;
sf::Vector2f position;
sf::Vector2f size;
sf::Vector2f speed;
Unit(TextureManager& textures){
ne_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_NE_Shooting), 6, sf::milliseconds(100 * 6), false);
se_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_SE_Shooting), 6, sf::milliseconds(100 * 6), false);
current_animation = ne_shooting_animation;
position = sf::Vector2f{0,0};
speed = sf::Vector2f{0,0};
}
void walk(float vx, float vy){
speed.y = vy;
speed.x = vx;
current_animation.reset();
// current_animation = &walking_animation;
}
void shoot(){
current_animation.reset();
// current_animation = &shooting_animation;
}
~Unit(){};
void update(sf::Time dt){
current_animation.update( dt);
}
};
int main()
{
sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "Demo Game");
sf::Event event;
sf::Clock clock;
TextureManager textureManager;
textureManager.load(Textures::Id::Player_NE_Shooting, "assets/img/Player/angle2-shooting.png");
textureManager.load(Textures::Id::Player_SE_Shooting, "assets/img/Player/angle1-shooting.png");
Unit unit = Unit(textureManager);
renderWindow.setFramerateLimit(60);
sf::Time elapsed_time = sf::Time::Zero;
bool once = true;
while (renderWindow.isOpen()){
sf::Time dt = clock.getElapsedTime();
elapsed_time += dt;
clock.restart();
while (renderWindow.pollEvent(event)){
if (event.type == sf::Event::EventType::Closed)
renderWindow.close();
}
if(elapsed_time > sf::milliseconds(4000) && once){
unit.current_animation.reset();
unit.current_animation = unit.se_shooting_animation;
once = false;
}
unit.update(dt);
renderWindow.clear();
renderWindow.draw(unit.current_animation);
renderWindow.display();
}
}
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