void ComponentSpine::addAnimation(const graphics::SpineManagerItem * _animation, const int track_index, const bool loop, const float delay) { auto __animation = * const_cast<graphics::SpineManagerItem *>(_animation); updateSpine(__animation); spAnimationState_addAnimation(animationState, track_index, __animation.getAnimation(), loop, delay); }
void PlayerCar::update() { updateSpine(); spriteSheet->Step(); jump(); if (isJumping) { if (y > jumpMaxY && jumpingUp) { /*if (y > jumpMaxY + 3*((initY - jumpMaxY)/4)) { drawImg = jumpImg2; } else if (y > jumpMaxY + 2*((initY - jumpMaxY)/4)) { drawImg = jumpImg2; } else if (y > jumpMaxY + ((initY - jumpMaxY)/4)) { drawImg = jumpImg3; }*/ y -= (initY - jumpMaxY)/(jumpCount*3); if (jumpCount < 9) jumpCount++; } else if (y < initY) { /*if (y < jumpMaxY + ((initY - jumpMaxY)/4)) { drawImg = jumpImg3; } else if (y < jumpMaxY + 2*((initY - jumpMaxY)/4)) { drawImg = jumpImg3; } else if (y > jumpMaxY + 3*((initY - jumpMaxY)/4)) { drawImg = jumpImg3; }*/ y += (initY - jumpMaxY)/(jumpCount*3); if (jumpCount > 3) jumpCount--; jumpingUp = false; } else { y = initY; isJumping = false; jumpingUp = false; jumpCount = 3; } } }