コード例 #1
0
ファイル: animated_sprite.cpp プロジェクト: ippan/godot
void AnimatedSprite::_reset_timeout() {

	if (!playing)
		return;

	timeout = _get_frame_duration();
}
コード例 #2
0
ファイル: animated_sprite.cpp プロジェクト: UgisBrekis/godot
void AnimatedSprite::set_speed_scale(float p_speed_scale) {

	float elapsed = _get_frame_duration() - timeout;

	speed_scale = MAX(p_speed_scale, 0.0f);

	// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
	_reset_timeout();
	timeout -= elapsed;
}
コード例 #3
0
ファイル: animated_sprite.cpp プロジェクト: UgisBrekis/godot
void AnimatedSprite::_notification(int p_what) {

	switch (p_what) {
		case NOTIFICATION_INTERNAL_PROCESS: {

			if (frames.is_null())
				return;
			if (!frames->has_animation(animation))
				return;
			if (frame < 0)
				return;

			float speed = frames->get_animation_speed(animation) * speed_scale;
			if (speed == 0)
				return; //do nothing

			float remaining = get_process_delta_time();

			while (remaining) {

				if (timeout <= 0) {

					timeout = _get_frame_duration();

					int fc = frames->get_frame_count(animation);
					if (frame >= fc - 1) {
						if (frames->get_animation_loop(animation)) {
							frame = 0;
							emit_signal(SceneStringNames::get_singleton()->animation_finished);
						} else {
							frame = fc - 1;
							if (!is_over) {
								is_over = true;
								emit_signal(SceneStringNames::get_singleton()->animation_finished);
							}
						}
					} else {
						frame++;
					}

					update();
					_change_notify("frame");
					emit_signal(SceneStringNames::get_singleton()->frame_changed);
				}

				float to_process = MIN(timeout, remaining);
				remaining -= to_process;
				timeout -= to_process;
			}
		} break;

		case NOTIFICATION_DRAW: {

			if (frames.is_null())
				return;
			if (frame < 0)
				return;
			if (!frames->has_animation(animation))
				return;

			Ref<Texture> texture = frames->get_frame(animation, frame);
			if (texture.is_null())
				return;

			Ref<Texture> normal = frames->get_normal_frame(animation, frame);

			RID ci = get_canvas_item();

			Size2i s;
			s = texture->get_size();
			Point2 ofs = offset;
			if (centered)
				ofs -= s / 2;

			if (Engine::get_singleton()->get_use_pixel_snap()) {
				ofs = ofs.floor();
			}
			Rect2 dst_rect(ofs, s);

			if (hflip)
				dst_rect.size.x = -dst_rect.size.x;
			if (vflip)
				dst_rect.size.y = -dst_rect.size.y;

			texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal);

		} break;
	}
}