Exemple #1
0
	void Animation::Update(float dt)
	{

		mTimer += dt;
		if (mTimer >= mLength&&mLooping)
		{
			mDone = true;

			Restart();			// always looping for now

		}

		int count = mMainline->GetKeyframeCount();
		Key *keyframe = mMainline->GetKeyframe(mCurrKeyframe);
		float currTime = keyframe->GetTime();

		Key *keyframeNext = NULL;

		int next = mCurrKeyframe+1;

		if (next > count-1&&mLooping)		// looping
			next = 0;
	
		keyframeNext = mMainline->GetKeyframe(next);
		
		if (keyframeNext)
		{
			float nextTime = keyframeNext->GetTime();
			if (next == 0)
				nextTime = mLength;

			if (mTimer >= nextTime)
			{

				mCurrKeyframe = next;

				keyframe = keyframeNext;
				currTime = keyframe->GetTime();

				next = mCurrKeyframe+1;
				if (next > count-1&&mLooping)				// looping
					next = 0;
					
				keyframeNext = mMainline->GetKeyframe(next);
				if (keyframeNext == NULL)
					return;

				nextTime = keyframeNext->GetTime();
				if (next == 0)
					nextTime = mLength;
					
			}


			float t = (mTimer-currTime)/(nextTime-currTime);

			int count = keyframe->GetObjectRefCount();
			for (int i=0;i<count;i++)
			{
				ObjectRef *ref = keyframe->GetObjectRef(i);
			
				ObjectRef *refNext = keyframeNext->GetObjectRef(i);

				if (ref && refNext)
				{

					Key *keyRef = mTimelines[ref->timeline]->GetKeyframe(ref->key);
					Object *obj = keyRef->GetObject(0);									// should be only 1 object

					Key *keyRefNext = mTimelines[refNext->timeline]->GetKeyframe(refNext->key);
					Object *objNext = keyRefNext->GetObject(0);

					float x = obj->x+(objNext->x-obj->x)*t;
					float y = obj->y+(objNext->y-obj->y)*t;
					float angle = objNext->angle-obj->angle;
					if (keyRef->IsSpinCounterClockwise())
					{
						if (angle < 0)
							angle = (objNext->angle+360)-obj->angle;
					}
					else
					{
						if (angle > 0)
						{
							angle = (objNext->angle-360)-obj->angle;
						}

					}

					if (ref->timeline != refNext->timeline)	
						t = 0;

					angle = obj->angle+(angle)*t;

					if (angle >= 360)
						angle -= 360;

					float px = obj->pivot_x+(objNext->pivot_x-obj->pivot_x)*t;
					float py = obj->pivot_y+(objNext->pivot_y-obj->pivot_y)*t;

					CCPoint newPos = ccp(mPosition.x+x, mPosition.y+y);
					obj->sprite->setPosition(newPos);
					obj->sprite->setRotation(-angle);
					obj->sprite->setAnchorPoint(ccp(px, py));
						
				}
				

			}
		}
		

	}
Exemple #2
0
	void Animation::Init(TiXmlNode *node, CCSpriterX *animator)
	{
		int intValue;
		float floatValue;

		TiXmlElement *element = node->ToElement();

		if (element)
		{
			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				mId = intValue;

			mName = element->Attribute("name");

			if (element->QueryFloatAttribute("length", &floatValue) == TIXML_SUCCESS)
				mLength = floatValue/1000.0f;							// was in milliseconds, convert to seconds instead

			const char *looping = element->Attribute("looping");		// was set to "false" in alpha, but in fact looping all the time
			mLooping = true;

			for (TiXmlNode* lineNode = node->FirstChild(); lineNode; lineNode = lineNode->NextSibling())
			{
				element = lineNode->ToElement();

				const char *tabLine = element->Value();
				if (strcmp(tabLine, "mainline")==0)						// 1 mainline only
				{
					mMainline = new Timeline();
					mMainline->Init(lineNode, animator);

				}
				else if (strcmp(tabLine, "timeline")==0)
				{
					Timeline *timeline = new Timeline();
					timeline->Init(lineNode, animator);

					mTimelines.push_back(timeline);

				}

			}
            
            
            
            
            {
                int count = mMainline->GetKeyframeCount();
                Key *keyframe = mMainline->GetKeyframe(mCurrKeyframe);
                float currTime = keyframe->GetTime();
                
                Key *keyframeNext = NULL;
                
                int next = mCurrKeyframe+1;
                
                if (next > count-1)
                    next = 0;
                
                keyframeNext = mMainline->GetKeyframe(next);
                
                if (keyframeNext)
                {
                    float nextTime = keyframeNext->GetTime();
                    if (next == 0)
                        nextTime = mLength;
                    
                    if (mTimer >= nextTime)
                    {
                        
                        mCurrKeyframe = next;
                        
                        keyframe = keyframeNext;
                        currTime = keyframe->GetTime();
                        
                        next = mCurrKeyframe+1;
                        if (next > count-1&&mLooping)				// looping
                            next = 0;
                        
                        keyframeNext = mMainline->GetKeyframe(next);
                        if (keyframeNext == NULL)
                            return;
                        
                        nextTime = keyframeNext->GetTime();
                        if (next == 0)
                            nextTime = mLength;
                        
                    }
                    
                    
                    float t = (mTimer-currTime)/(nextTime-currTime);
                    
                    int count = keyframe->GetObjectRefCount();
                    for (int i=0;i<count;i++)
                    {
                        ObjectRef *ref = keyframe->GetObjectRef(i);
                        
                        ObjectRef *refNext = keyframeNext->GetObjectRef(i);
                        
                        if (ref && refNext)
                        {
                            
                            Key *keyRef = mTimelines[ref->timeline]->GetKeyframe(ref->key);
                            Object *obj = keyRef->GetObject(0);									// should be only 1 object
                            
                            Key *keyRefNext = mTimelines[refNext->timeline]->GetKeyframe(refNext->key);
                            Object *objNext = keyRefNext->GetObject(0);
                            
                            float x = obj->x+(objNext->x-obj->x)*t;
                            float y = obj->y+(objNext->y-obj->y)*t;
                            float angle = objNext->angle-obj->angle;
                            if (keyRef->IsSpinCounterClockwise())
                            {
                                if (angle < 0)
                                    angle = (objNext->angle+360)-obj->angle;
                            }
                            else
                            {
                                if (angle > 0)
                                {
                                    angle = (objNext->angle-360)-obj->angle;
                                }
                                
                            }
                            
                            if (ref->timeline != refNext->timeline)	
                                t = 0;
                            
                            angle = obj->angle+(angle)*t;
                            
                            if (angle >= 360)
                                angle -= 360;
                            
                            float px = obj->pivot_x+(objNext->pivot_x-obj->pivot_x)*t;
                            float py = obj->pivot_y+(objNext->pivot_y-obj->pivot_y)*t;
                            
                            CCPoint newPos = ccp(mPosition.x+x, mPosition.y+y);
                            obj->sprite->setPosition(newPos);
                            obj->sprite->setRotation(-angle);
                            obj->sprite->setAnchorPoint(ccp(px, py));
                            
                        }
                        
                        
                    }
                }
                
                
            }
            
            
		}

	}