void Actor::Reset() { m_PreviousTime = 0.0f; m_Position = m_StartPosition; m_NextPosition = m_Position; m_Direction = DIRECTION_NORTH; m_AnimationStage = 1; m_CurrentSpritesArray = &m_Sprites; SetCurrentSprite(); }
Actor::Actor(Game& game, const sf::Vector2i& startPosition, int spritesIndex) : m_Game(game) , m_CurrentSpritesArray(&m_Sprites) , m_StartPosition(startPosition) , m_Position(m_StartPosition) , m_NextPosition(m_Position) , m_Direction(DIRECTION_NORTH) , m_AnimationStage(1) { SpriteFactory::Get().CreateActorSprites(spritesIndex, m_Sprites); SetCurrentSprite(); }
void SharedStateData::Clear() { SetCurrentTile( 0 ); SetCurrentSprite( 0 ); delete widget; widget = new EdWidget( engine->Tree(), widgetNode, 0 ); delete canvasResource; canvasResource = 0; defFileName = ""; surfaceFileName = ""; }
void Actor::Update(float elapsedTime) { float deltaTime = elapsedTime - m_PreviousTime; if (deltaTime < GetMoveTimeInterval()) { UpdateAnimation(deltaTime); } else { m_PreviousTime = elapsedTime; UpdatePosition(elapsedTime); SetCurrentSprite(); } }
void GameSprite::SetCurrentAnimation( string currentAnimation ) { currentAnimation_ = currentAnimation; changeAnimationTime_ = 0.0f; SetCurrentSprite( 0 ); }