Пример #1
0
void Sprite::playAnimation(s16 x, s16 y, u16 anim) {
	if(!m_animations[anim]->isPlaying) {
		resetAnimation(anim);
		startAnimation(anim);
		m_animations[anim]->isPlaying = true;
	}
	
	if(animationAtEnd(anim)) {
		resetAnimation(anim);
		startAnimation(anim);
	}
	
	u16 animToDraw = m_animations[anim]->tabAnim[(u16)(m_animations[anim]->timer.time() / m_animations[anim]->delay)];
	drawFrame(x, y, animToDraw);
}
Пример #2
0
/*
animateAttack
Parameters:
	animationClock: Clock used to determine if the animation should move to the next frame
	sprite: The sprite where the attack animation is contained
	returnToDefault: Determines if the sprite should return to the default frame (used to add "oomph" to the last attack in a string, for example).

This method simply animates the attack. It returns true if the attack is still in the process of animating, false if the attack has
finished animating.
*/
bool Attack::animateAttack(sf::Sprite* sprite, sf::Clock* clock, bool reset)
{
	int spriteLeft = sprite->getTextureRect().left;

	if (reset)
	{
		resetAnimation(sprite, clock);
		return true;
	}

	if (spriteLeft / width < numFrames && spriteLeft / width != activeFrame &&
		clock->getElapsedTime().asMilliseconds() > frameDelay)
		advanceFrame(sprite, clock);
	else if (spriteLeft / width == activeFrame &&
		clock->getElapsedTime().asMilliseconds() > activeFrameDelay)
	{
		if (activeFrameDelay == specialHitStun)
			Game::camera->emphasisZoomOut();

		advanceFrame(sprite, clock);
	}
	else if (spriteLeft / width == numFrames && 
		clock->getElapsedTime().asMilliseconds() > finalFrameDelay)
	{
		clock->restart();
		left = defaultLeft;
		activeFrameDelay = hitStun;

		return false;
	}

	return true;
}
PassRefPtr<SVGPropertyBase> SVGAnimatedTypeAnimator::startAnimValAnimation(const WillBeHeapVector<RawPtrWillBeMember<SVGElement> >& list)
{
    ASSERT(isAnimatingSVGDom());
    SVGElement::InstanceUpdateBlocker blocker(m_contextElement);

    return resetAnimation(list);
}
Пример #4
0
void Sprite::playAnimation(s16 x, s16 y, u16 anim) {
	// If the animation is not playing
	if(!m_animations[anim]->isPlaying) {
		resetAnimation(anim); // Reset animation timer
		startAnimation(anim); // Start animation timer
		m_animations[anim]->isPlaying = true; // Set isPlaying boolean to true
	}
	
	// If the animation is at end
	if(animationAtEnd(anim)) {
		resetAnimation(anim); // Reset animation timer
		startAnimation(anim); // Start animation timer
	}
	
	// This variable contains the number of the animation's frame to draw
	u16 animToDraw = m_animations[anim]->tabAnim[(u16)(m_animations[anim]->timer.time() / m_animations[anim]->delay)];
	drawFrame(x, y, animToDraw); // Draw the frame
}
Пример #5
0
bool PawnMovementAnimation::animate(const Real& timeSinceLastFrame)
{
    Real distanceMoved = MOVEMENT_SPEED * timeSinceLastFrame;
    Vector3 path = mDestination - mAnimatedNode->getPosition();

    if (path.length() > distanceMoved)
    {
        if (path.length() < 280 && mAttackDuration > 0)
        {
            if (!mParticleNode)
            {
                createBlasts();
                mAnimationManager->addAnimation(
                    AnimationFactory::createDyingAnimation(
                    mTargetPiece, mSceneMgr, 2, 1.5));
                mAnimationManager->addAnimation(
                    AnimationFactory::createBleedingAnimation(
                    mTargetPiece, mSceneMgr, 1, 1.5));
            }

            if (mParticleNode->getPosition().y + mTargetPiece->getPosition().y >= 0)
            {
                
                if (mParticleNode->getPosition().y < 200)
                {
                    mTargetPiece->translate(0, -timeSinceLastFrame * 600, 0);
                    mParticleNode->translate(0, -timeSinceLastFrame * 400, 0);
                }
                else
                {
                    mParticleNode->translate(0, -timeSinceLastFrame * 1000, 0);
                }
            }
            else
            {
                playAnimation("eat", timeSinceLastFrame, false, mParticleNode, false);
            }
            mAttackDuration -= timeSinceLastFrame;
        }
        else {
            // Normalising the vector so the speed remains constant.
            path.normalise();
            mAnimatedNode->translate(path * distanceMoved);

            Vector3 src = mAnimatedNode->getOrientation() * Vector3::UNIT_Z;
            mAnimatedNode->rotate(src.getRotationTo(path));

            playAnimation("walk", timeSinceLastFrame);
        }
        return true; // Animation still running.
    }
    resetAnimation("walk");
    mAnimatedNode->setPosition(mDestination);
    mAnimatedNode->setOrientation(mAnimatedNode->getInitialOrientation());
    return false; // Animation finished.
}
Пример #6
0
void init_lvlOnePickups()
{
	healthPickup = entity_new();
  healthPickup->sprite = loadSpriteGraphics("images/health.png","text/health.anim",20,20,4);
  resetAnimation(healthPickup,0);
  healthPickup->bounds.x = 0;
  healthPickup->bounds.y = 0;
  healthPickup->bounds.w = 20;
  healthPickup->bounds.h = 21;
  healthPickup->touch = pickup_Health;

  pistolAmmoPickup = entity_new();
  pistolAmmoPickup->sprite = loadSpriteGraphics("images/pistolAmmo_sheet.png","text/pistol.anim",19,17,4);
  pistolAmmoPickup->bounds.x = 0;
  pistolAmmoPickup->bounds.y = 0;
  pistolAmmoPickup->bounds.w = 19;
  pistolAmmoPickup->bounds.h = 17;
  pistolAmmoPickup->touch = pickup_PistolAmmo;

  shotgunAmmoPickup = entity_new();
  shotgunAmmoPickup->sprite = loadSpriteGraphics("images/shotgunAmmo_sheet.png","text/pistol.anim",20,18,4);
  shotgunAmmoPickup->bounds.x = 0;
  shotgunAmmoPickup->bounds.y = 0;
  shotgunAmmoPickup->bounds.w = 20;
  shotgunAmmoPickup->bounds.h = 18;
  shotgunAmmoPickup->touch = pickup_ShotgunAmmo;

  machinegunAmmoPickup = entity_new();
  machinegunAmmoPickup->sprite = loadSpriteGraphics("images/machinegunAmmo_sheet.png","text/pistol.anim",17,18,4);
  machinegunAmmoPickup->bounds.x = 0;
  machinegunAmmoPickup->bounds.y = 0;
  machinegunAmmoPickup->bounds.w = 17;
  machinegunAmmoPickup->bounds.h = 18;
  machinegunAmmoPickup->touch = pickup_MachinegunAmmo;

  pistolPickup = entity_new();
  shotgunPickup = entity_new();
  machinegunPickup = entity_new();
  heavyMachinegunPickup = entity_new();

  healthPickup->position.x = 50;
  healthPickup->position.y = 400;

  pistolAmmoPickup->position.x = 100;
  pistolAmmoPickup->position.y = 400;
  
  shotgunAmmoPickup->position.x = 150;
  shotgunAmmoPickup->position.y = 400;

  machinegunAmmoPickup->position.x = 200;
  machinegunAmmoPickup->position.y = 400;
}
Пример #7
0
void Player::handle_event(SDL_Event& event)
{
	if (event.type == SDL_KEYDOWN && event.key.repeat == 0)
	{
		switch(event.key.keysym.sym)
		{
			case SDLK_LEFT:
				movementVector.dx -= m_speed;
				m_currentAnimation = PlayerAnimationStep::RUN_LEFT;
				resetAnimation();
				break;
			case SDLK_RIGHT:
				movementVector.dx += m_speed;
				m_currentAnimation = PlayerAnimationStep::RUN_RIGHT;
				resetAnimation();
				break;
			case SDLK_UP:
				if (!m_airbourne)
				{
					movementVector.dy -= 20;	
					m_airbourne = true;
					// Mix_PlayChannel(-1, m_jumpSound, 0);
				}
				break;
		}
	}
	if (event.type == SDL_KEYUP && event.key.repeat == 0)
	{
		switch(event.key.keysym.sym)
		{
			case SDLK_LEFT:
				movementVector.dx += m_speed;
				break;
			case SDLK_RIGHT:
				movementVector.dx -= m_speed;
				break;
		}
	}
}
Пример #8
0
/*!
* Resets the content of the grid.
* Hides all the ball items from the board and removes them
* from the internal structure.
*/
void GridItem::reset()
{
    resetAnimation();

    for (int row = 0; row < m_dimension; ++row) {
        for (int col = 0; col < m_dimension; ++col) {
            BallItem * pBall = m_balls[row][col];
            if (pBall) {
                pBall->setVisible(false);
                pBall->setParentItem(0);

                delete m_balls[row][col];
                m_balls[row][col] = reinterpret_cast<BallItem*>(0);
            }
        }
    }
}
Пример #9
0
/*!
  \internal
  \fn void SelectedItem::setCurrent(GridItem *gridItem,bool animate = true);
  Changes the current GridItem object, and causes it to start animating. The item may be 0,
  indicating that no item is currently selected. Emits the selectionChanged signal.
*/
void SelectedItem::setCurrent(GridItem *item,bool animate)
{
    currentItem = item;

    resetAnimation();

    // Resize this object.
    resize();

    // Now we are current - tell the world.
    mConnector->triggerSelectionChanged(currentItem);

    if ( currentItem && animate ) {
        // When a new item is current (i.e. a move is finished, or the view has been shown) we animate
        // the SelectdItem.
        startAnimating();
    }
}
Пример #10
0
/*!
  \internal
  \fn void SelectedItem::updateImages()
  Updates all the Pixmaps for all the GridItem objects.
*/
void SelectedItem::updateImages()
{
    // The images have changed. First, get the SelectedItem to disconnect from the movie.
    detachAnimation();

    // Get all the GridItem objects to rebuild their pixmaps.
    for ( int row = 0; row <= table.topRow(); row++ ) {
        for ( int col = 0; col <= table.topColumn(); col++ ) {
            GridItem *item = table.item(row,col);
            if ( item ) {
                item->updateImages();
            }
        }
    }

    // SelectedItem now has to grab the revised movie.
    resetAnimation();
}
Пример #11
0
/**
* @brief Moves the character on screen.
* @param direction specifies which direction the character moves.
*/
void moveCharacter(int direction, Entity *entity)
{
	
	resetAnimation(entity,1);
	switch(direction)
	{
	case DIR_UP:
		if(entity->position.y < 245)
		{
			return;
		}
		entity->position.y -= 3;

		break;
	case DIR_LEFT:
		entity->facingLeft = 1;
		if(entity->position.x < 0)
		{
			return;
		}
		entity->position.x -= 3;
		break;
	case DIR_RIGHT:
		entity->facingLeft = 0;

		entity->position.x += 3;
		
		break;
	case DIR_DOWN:
		if(entity->position.y > 475-64)
		{
			return;
		}
		entity->position.y += 3;
		break;
	}
}
Пример #12
0
int levelTwo()
{
	

	moving = 0;
	SDL_RenderClear(gt_graphics_get_active_renderer());
	ResetBuffer();

	backOffset = ((int)camera.x+3200)%3200;
	offset = ((int)camera.x+1600)%1600;

	drawSprite(moonBack,0,vec2d(0,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
	
	drawSprite(levelTwoBackTrees,0,vec2d(-backOffset,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
    drawSprite(levelTwoFrontTrees,0,vec2d(-offset,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
	drawSprite(levelTwoFloor,0,vec2d(-offset,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
	
	drawSprite(levelTwoFrontTrees,0,vec2d(-offset+1600,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
	drawSprite(levelTwoBackTrees,0,vec2d(-backOffset+1600,0),vec2d(1,1),0,gt_graphics_get_active_renderer());
	drawSprite(levelTwoFloor,0,vec2d(-offset+1600,0),vec2d(1,1),0,gt_graphics_get_active_renderer());

	



	entity_think_all();
	entity_touch_all();
	entity_update_all();
	entity_draw_all();
	if(player->position.x >= 300)
		{
			camera.x = player->position.x - 300;
			
		}
	if(player->position.x < 300)
		{
			camera.x = 0;
			
		}
	if(xDistance == 12000.00)
	{
		done = 1;
	}

	healthBar();
    NextFrame();
    SDL_PumpEvents();
	diff = (gt_graphics_now - gt_graphics_then);
	
	if(playerData.shotTimer>0)
	{
		playerData.shotTimer -= diff;
	}
    keys = SDL_GetKeyboardState(NULL);
    if(keys[SDL_SCANCODE_ESCAPE])
    {
        done = 1;
    }
	else if(keys[SDL_SCANCODE_W])
	{
		moving = 1;
		moveCharacter(DIR_UP,player);
		yDistance = player->position.y;
	}
	else if(keys[SDL_SCANCODE_A])
	{
		moving = 1;
		moveCharacter(DIR_LEFT,player);
		xDistance = player->position.x;
	}
	else if(keys[SDL_SCANCODE_D])
	{
		moving = 1;
		moveCharacter(DIR_RIGHT,player);
		xDistance = player->position.x;
		
	}
	else if(keys[SDL_SCANCODE_S])
	{
		moving = 1;
		moveCharacter(DIR_DOWN,player);
		yDistance = player->position.y;
	}
	else if(keys[SDL_SCANCODE_1])
	{
		fire_Pistol();
	}
	else if(keys[SDL_SCANCODE_2])
	{
		fire_Shotgun();
	}
	else if(keys[SDL_SCANCODE_3])
	{
		fire_Machinegun();
	}
	else if(keys[SDL_SCANCODE_4])
	{
		fire_Heavy_Machinegun();
	}
	else if(keys[SDL_SCANCODE_P])
	{
		saveState();
	}
	else if(keys[SDL_SCANCODE_O])
	{
		loadState();
	}
	if(moving == 0)
	{
		resetAnimation(player, 0);
	}


	
  
  return 0;
}
Пример #13
0
void Viewer::keyPressedEvent(sf::Event& e)
{
    switch (e.key.code)
    {
    case sf::Keyboard::C:
        changeCameraMode();
        break;
    case sf::Keyboard::F1:
        m_helpDisplayed = !m_helpDisplayed;
        break;
    case sf::Keyboard::F2:
        takeScreenshot();
        break;
    case sf::Keyboard::F3:
        reloadShaderPrograms();
        break;
    case sf::Keyboard::F4:
        if( m_animationIsStarted )
            stopAnimation();
        else startAnimation();
        break;
    case sf::Keyboard::F5:
        resetAnimation();
        for(RenderablePtr r : m_renderables)
            r->keyPressedEvent(e);
        break;
    case sf::Keyboard::W:
        if( e.key.control )
            m_applicationRunning = false;
        break;

    case sf::Keyboard::Q:
        keyboard.left = true;
        keyboard.direction.x = -1;
        break;

    case sf::Keyboard::S:
        keyboard.backward = true;
        keyboard.direction.z = -1;
        break;

    case sf::Keyboard::D:
        keyboard.right = true;
        keyboard.direction.x = 1;
        break;

    case sf::Keyboard::Z:
        keyboard.forward = true;
        keyboard.direction.z = 1;
        break;

    case sf::Keyboard::Space:
        keyboard.fast = true;
        break;

    case sf::Keyboard::LShift:
        keyboard.slow = true;
        break;
    default:
        for(RenderablePtr r : m_renderables)
            r->keyPressedEvent(e);
        break;
    }
}
PassRefPtr<SVGPropertyBase> SVGAnimatedTypeAnimator::resetAnimValToBaseVal(const WillBeHeapVector<RawPtrWillBeMember<SVGElement> >& list)
{
    SVGElement::InstanceUpdateBlocker blocker(m_contextElement);

    return resetAnimation(list);
}
Пример #15
0
void GLWidget::updateCatmullRomSpline() {
    if (controlPoints.size() >= 4) {
        this->catmullRomSpline = CatmullRomSpline(controlPoints);
        resetAnimation();
    }
}