// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
+#include "sprite/sprite.hpp"
+
+#include <assert.h>
#include <math.h>
-#include "sprite/sprite.hpp"
#include "supertux/timer.hpp"
Sprite::Sprite(SpriteData& newdata) :
data(newdata),
frame(0),
+ frameidx(0),
animation_loops(-1),
last_ticks(),
angle(0.0f),
color(1.0f, 1.0f, 1.0f, 1.0f),
blend(),
- action()
+ action(data.get_action("normal"))
{
- action = data.get_action("normal");
if(!action)
action = data.actions.begin()->second;
last_ticks = game_time;
}
Sprite::Sprite(const Sprite& other) :
- data(other.data),
+ data(other.data),
frame(other.frame),
+ frameidx(other.frameidx),
animation_loops(other.animation_loops),
last_ticks(game_time),
angle(0.0f), // FIXME: this can't be right
{
}
+SpritePtr
+Sprite::clone() const
+{
+ return SpritePtr(new Sprite(*this));
+}
+
void
Sprite::set_action(const std::string& name, int loops)
{
if(action && action->name == name)
return;
- SpriteData::Action* newaction = data.get_action(name);
+ const SpriteData::Action* newaction = data.get_action(name);
if(!newaction) {
log_debug << "Action '" << name << "' not found." << std::endl;
return;
action = newaction;
animation_loops = loops;
frame = 0;
+ frameidx = 0;
}
void
if(action && action->name == name)
return;
- SpriteData::Action* newaction = data.get_action(name);
+ const SpriteData::Action* newaction = data.get_action(name);
if(!newaction) {
log_debug << "Action '" << name << "' not found." << std::endl;
return;
}
action = newaction;
- if(frame >= get_frames()) {
- frame = fmodf(frame, get_frames());
-
- if (animation_loops > 0) animation_loops--;
- if(animation_done())
- frame = get_frames()-1;
- }
+ update();
}
bool
void
Sprite::update()
{
- if(animation_done())
- return;
-
float frame_inc = action->fps * (game_time - last_ticks);
last_ticks = game_time;
frame += frame_inc;
- if(frame >= get_frames()) {
- frame = fmodf(frame, get_frames());
+ while(frame >= 1.0f) {
+ frame -= 1.0f;
+ frameidx++;
+ }
+ while(frameidx >= get_frames()) {
+ frameidx -= get_frames();
animation_loops--;
- if(animation_done())
- frame = get_frames()-1;
+ if(animation_done()) {
+ break;
+ }
+ }
+
+ if(animation_done()) {
+ frame = 0;
+ frameidx = get_frames()-1;
}
+
+ assert(frameidx < get_frames());
}
void
-Sprite::draw(DrawingContext& context, const Vector& pos, int layer)
+Sprite::draw(DrawingContext& context, const Vector& pos, int layer,
+ DrawingEffect effect)
{
assert(action != 0);
update();
- if((int)frame >= get_frames() || (int)frame < 0)
- log_warning << "frame out of range: " << (int)frame << "/" << get_frames() << " at " << get_name() << "/" << get_action() << std::endl;
- else
- context.draw_surface(action->surfaces[(int)frame],
- pos - Vector(action->x_offset, action->y_offset),
- angle,
- color,
- blend,
- layer + action->z_order);
+ context.set_drawing_effect(effect);
+ context.draw_surface(action->surfaces[frameidx],
+ pos - Vector(action->x_offset, action->y_offset),
+ angle,
+ color,
+ blend,
+ layer + action->z_order);
}
void
assert(action != 0);
update();
- int frameidx = (int) frame;
-
- if(frameidx >= get_frames() || frameidx < 0) {
-#ifndef DEBUG
- // in optimized mode we get some small rounding errors in floating point
- // number sometimes...
- log_warning << "frame out of range: " << frameidx << "/" << get_frames() << " at sprite: " << get_name() << "/" << get_action() << std::endl;
-#endif
- frameidx = get_frames() - 1;
- }
-
- context.draw_surface_part(action->surfaces[frameidx], source, size,
- pos - Vector(action->x_offset, action->y_offset),
+ context.draw_surface_part(action->surfaces[frameidx],
+ Rectf(source, Sizef(size)),
+ Rectf(pos - Vector(action->x_offset, action->y_offset),
+ Sizef(size)),
layer + action->z_order);
}
int
Sprite::get_width() const
{
+ assert(frameidx < get_frames());
return (int) action->surfaces[get_frame()]->get_width();
}
int
Sprite::get_height() const
{
+ assert(frameidx < get_frames());
return (int) action->surfaces[get_frame()]->get_height();
}
return action->hitbox_h;
}
-Rect
+Rectf
Sprite::get_current_hitbox() const
{
- return Rect(action->x_offset, action->y_offset, action->x_offset + action->hitbox_w, action->y_offset + action->hitbox_h);
-}
-
-void
-Sprite::set_fps(float new_fps)
-{
- action->fps = new_fps;
+ return Rectf(action->x_offset, action->y_offset, action->x_offset + action->hitbox_w, action->y_offset + action->hitbox_h);
}
void