コード例 #1
0
/**
 * \brief Draws a specific frame of this animation on a surface.
 * \param dst_surface the surface on which the sprite will be drawn
 * \param dst_position coordinates on the destination surface
 * (the origin point will be drawn at this position)
 * \param current_direction the direction to show
 * \param current_frame the frame to show in this direction
 */
void SpriteAnimation::draw(Surface& dst_surface,
    const Rectangle& dst_position, int current_direction, int current_frame) {

  if (src_image != NULL) {
    if (current_direction < 0
        || current_direction >= get_nb_directions()) {
      Debug::die(StringConcat() << "Invalid sprite direction "
          << current_direction << ": this sprite has " << get_nb_directions()
          << " direction(s)");
    }
    directions[current_direction]->draw(dst_surface, dst_position,
        current_frame, *src_image);
  }
}
コード例 #2
0
ファイル: SpriteAnimation.cpp プロジェクト: Codex-NG/solarus
/**
 * \brief Draws a specific frame of this animation on a surface.
 * \param dst_surface the surface on which the sprite will be drawn
 * \param dst_position coordinates on the destination surface
 * (the origin point will be drawn at this position)
 * \param current_direction the direction to show
 * \param current_frame the frame to show in this direction
 */
void SpriteAnimation::draw(Surface& dst_surface,
    const Point& dst_position, int current_direction, int current_frame) {

  if (src_image != nullptr) {
    if (current_direction < 0
        || current_direction >= get_nb_directions()) {
      std::ostringstream oss;
      oss << "Invalid sprite direction "
          << current_direction << ": this sprite has " << get_nb_directions()
          << " direction(s)";
      Debug::die(oss.str());
    }
    directions[current_direction].draw(dst_surface, dst_position,
        current_frame, *src_image);
  }
}
コード例 #3
0
/**
 * \brief Returns the next frame of the current frame.
 * \param current_direction the current direction
 * \param current_frame the current frame
 * \return the next frame of the current frame in this direction
 * (or -1 if the animation is over)
 */
int SpriteAnimation::get_next_frame(
    int current_direction, int current_frame) const {

  if (current_direction < 0
      || current_direction >= get_nb_directions()) {
    Debug::die(StringConcat()
        << "Invalid sprite direction '" << current_direction
        << "': this sprite has " << get_nb_directions()
        << " direction(s)");
  }

  int next_frame = current_frame + 1;

  // if we are on the last frame
  if (next_frame == directions[current_direction]->get_nb_frames()) {
    // we loop on the appropriate frame
    // or -1 if there is no loop
    next_frame = loop_on_frame;
  }

  return next_frame;
}
コード例 #4
0
ファイル: Sprite.cpp プロジェクト: Arvek/SOLARME
/**
 * \brief Sets the current direction of the sprite's animation and restarts the animation.
 *
 * If the specified direction is the current direction, nothing is done.
 *
 * \param current_direction the current direction
 */
void Sprite::set_current_direction(int current_direction) {

  if (current_direction != this->current_direction) {

    Debug::check_assertion(current_direction >= 0
        && current_direction < get_nb_directions(),
        StringConcat() << "Invalid direction " << current_direction
        << " for sprite '" << get_animation_set_id()
        << "' in animation '" << current_animation_name << "'");

    this->current_direction = current_direction;

    set_current_frame(0, false);

    if (lua_context != NULL) {
      lua_context->sprite_on_direction_changed(*this, current_animation_name, current_direction);
      lua_context->sprite_on_frame_changed(*this, current_animation_name, 0);
    }
  }
}
コード例 #5
0
ファイル: Sprite.cpp プロジェクト: Arvek/SOLARME
/**
 * \brief Checks whether the frame has to be changed.
 *
 * If the frame changes, next_frame_date is updated.
 */
void Sprite::update() {

  Drawable::update();

  if (suspended || paused) {
    return;
  }

  frame_changed = false;
  uint32_t now = System::now();

  // update the current frame
  if (synchronize_to == NULL
      || current_animation_name != synchronize_to->get_current_animation()
      || synchronize_to->get_current_direction() > get_nb_directions()
      || synchronize_to->get_current_frame() > get_nb_frames()) {
    // update the frames normally (with the time)
    int next_frame;
    while (!finished && !suspended && !paused && get_frame_delay() > 0
        && now >= next_frame_date) {

      // we get the next frame
      next_frame = get_next_frame();

      // test whether the animation is finished
      if (next_frame == -1) {
        finished = true;
        if (lua_context != NULL) {
          lua_context->sprite_on_animation_finished(*this, current_animation_name);
        }
      }
      else {
        current_frame = next_frame;
        next_frame_date += get_frame_delay();
      }
      set_frame_changed(true);

      if (lua_context != NULL) {
        lua_context->sprite_on_frame_changed(*this, current_animation_name, current_frame);
      }
    }
  }
  else {
    // take the same frame as the other sprite
    if (synchronize_to->is_animation_finished()) {
      finished = true;
      if (lua_context != NULL) {
        lua_context->sprite_on_animation_finished(*this, current_animation_name);
      }
    }
    else {
      int other_frame = synchronize_to->get_current_frame();
      if (other_frame != current_frame) {
        current_frame = other_frame;
        next_frame_date = now + get_frame_delay();
        set_frame_changed(true);

        if (lua_context != NULL) {
          lua_context->sprite_on_frame_changed(*this, current_animation_name, current_frame);
        }
      }
    }
  }

  // update the special effects
  if (is_blinking()) {
    // the sprite is blinking

    while (now >= blink_next_change_date) {
      blink_is_sprite_visible = !blink_is_sprite_visible;
      blink_next_change_date += blink_delay;
    }
  }
}