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animation.cpp
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animation.cpp
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#include "animation.h"
namespace SSJ {
map <string, Animation*> Animation::AnimationContainer;
bool Animation::getSmooth() const
{
return smooth;
}
void Animation::setSmooth(bool value)
{
smooth = value;
}
sf::Color Animation::getAlphaMask() const
{
return alphaMask;
}
void Animation::setAlphaMask(sf::Color value)
{
this->alphaMaskSet = true;
alphaMask = value;
}
bool Animation::isAlphaMaskSet()
{
return alphaMaskSet;
}
void Animation::disableAlphaMask()
{
alphaMaskSet = false;
}
void Animation::setDefaultFrame(int id)
{
this->defaultFrame = id;
}
void Animation::start()
{
this->clock.restart();
if(!this->stopAnimation)
{
this->currentFrame = 0;
}
this->stopAnimation = false;
}
void Animation::restart(){
this->clock.restart();
this->currentFrame = 0;
}
void Animation::nextFrame()
{
this->currentFrame = this->getNextFrameIndex();
}
void Animation::previousFrame()
{
if(this->currentFrame == 0 )
this->currentFrame = this->frames.size()-1;
else
this->currentFrame--;
}
void Animation::stop()
{
this->currentFrame = this->defaultFrame;
this->stopAnimation = true;
}
void Animation::update()
{
if(animateOnce){
if(this->getNextFrameIndex() == 0){
this->stop();
}
}
if(!this->stopAnimation){
sf::Time checkTime = this->clock.getElapsedTime();
if(checkTime.asMilliseconds() > this->framesBreakTime.at(this->getNextFrameIndex()).asMilliseconds()){
this->nextFrame();
this->clock.restart();
}
}
}
void Animation::setAnimateOnce(bool animateOnce){
this->animateOnce = animateOnce;
}
bool Animation::isAnimateOnce(){
return this->animateOnce;
}
sf::Texture* Animation::getCurrentFrame()
{
return this->frames.at(this->currentFrame);
}
string Animation::getAnimationName() const
{
return animationName;
}
void Animation::setAnimationName(string value)
{
animationName = value;
}
int Animation::getNextFrameIndex()
{
if(this->frames.size()-1 == (unsigned int) this->currentFrame)
return 0;
else
return this->currentFrame+1;
}
Animation::Animation(string animtionName)
{
Animation::AnimationContainer[animationName] = this;
this->animationName = animtionName;
this->stopAnimation = true;
this->currentFrame = 0;
this->smooth = false;
this->alphaMaskSet = false;
this->defaultFrameBreakTime = sf::milliseconds(100);
this->animateOnce = false;
}
void Animation::AddFrame(const char * path, sf::Time timeBreak )
{
sf::Texture * tempTexture = new sf::Texture;
sf::Image img;
if(!img.loadFromFile(path))
cout << "Failed load texture" << path << endl;
if(this->alphaMaskSet)
img.createMaskFromColor(this->getAlphaMask(), 0);
tempTexture->loadFromImage(img);
tempTexture->setSmooth(this->smooth);
this->frames.push_back(tempTexture);
if(timeBreak == sf::Time::Zero)
this->framesBreakTime.push_back(this->defaultFrameBreakTime);
else
this->framesBreakTime.push_back(timeBreak);
}
void Animation::AddFrame(string path, sf::IntRect clip, sf::Time timeBreak){
sf::Texture * tempTexture = new sf::Texture;
sf::Image img;
if(!img.loadFromFile(path))
cout << "Failed load texture" << path << endl;
if(this->alphaMaskSet)
img.createMaskFromColor(this->getAlphaMask(), 0);
tempTexture->loadFromImage(img);
tempTexture->setSmooth(this->smooth);
this->frames.push_back(tempTexture);
if(timeBreak == sf::Time::Zero)
this->framesBreakTime.push_back(this->defaultFrameBreakTime);
else
this->framesBreakTime.push_back(timeBreak);
}
Animation * Animation::getAnimation(string name)
{
return Animation::AnimationContainer[name];
}
void Animation::UpdateAllAnimation()
{
map<string,Animation*>::iterator it;
for ( it=Animation::AnimationContainer.begin(); it!=Animation::AnimationContainer.end(); ++it)
it->second->update();
}
void Animation::addAnimationToContainer(string name, Animation * animation)
{
Animation::AnimationContainer[name] = animation;
}
sf::Time Animation::getDefaultFrameBreakTime() const
{
return defaultFrameBreakTime;
}
void Animation::setDefaultFrameBreakTime(sf::Time value)
{
defaultFrameBreakTime = value;
}
}