-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "sprite/sprite.hpp"
-#include <iostream>
-#include <cmath>
-#include <cassert>
-#include <stdexcept>
+#include <assert.h>
+#include <math.h>
-#include "sprite.hpp"
-#include "video/drawing_context.hpp"
-#include "log.hpp"
+#include "supertux/timer.hpp"
-Sprite::Sprite(SpriteData& newdata)
- : data(newdata), frame(0), animation_loops(-1)
+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(data.get_action("normal"))
{
- action = data.get_action("normal");
if(!action)
action = data.actions.begin()->second;
- last_ticks = SDL_GetTicks();
+ last_ticks = game_time;
}
-Sprite::Sprite(const Sprite& other)
- : data(other.data), frame(other.frame),
- animation_loops(other.animation_loops),
- action(other.action)
+Sprite::Sprite(const Sprite& other) :
+ 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
+ color(1.0f, 1.0f, 1.0f, 1.0f),
+ blend(),
+ action(other.action)
{
- last_ticks = SDL_GetTicks();
}
Sprite::~Sprite()
{
}
+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
+Sprite::set_action_continued(const std::string& name)
+{
+ if(action && action->name == name)
+ return;
+
+ const SpriteData::Action* newaction = data.get_action(name);
+ if(!newaction) {
+ log_debug << "Action '" << name << "' not found." << std::endl;
+ return;
+ }
+
+ action = newaction;
+ update();
}
bool
void
Sprite::update()
{
- if(animation_done())
- return;
-
- Uint32 ticks = SDL_GetTicks();
- float frame_inc = action->fps * float(ticks - last_ticks)/1000.0;
- last_ticks = ticks;
+ 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_name() << std::endl;
- else
- context.draw_surface(action->surfaces[(int)frame],
- pos - Vector(action->x_offset, action->y_offset),
- 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
Sprite::draw_part(DrawingContext& context, const Vector& source,
- const Vector& size, const Vector& pos, int layer)
+ const Vector& size, const Vector& pos, int layer)
{
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_name() << std::endl;
-#endif
- frameidx = get_frames() - 1;
- }
-
- context.draw_surface_part(action->surfaces[frameidx], source, size,
- pos - Vector(action->x_offset, action->y_offset),
- layer + action->z_order);
+ 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();
}
+float
+Sprite::get_current_hitbox_x_offset() const
+{
+ return action->x_offset;
+}
+
+float
+Sprite::get_current_hitbox_y_offset() const
+{
+ return action->y_offset;
+}
+
+float
+Sprite::get_current_hitbox_width() const
+{
+ return action->hitbox_w;
+}
+
+float
+Sprite::get_current_hitbox_height() const
+{
+ return action->hitbox_h;
+}
+
+Rectf
+Sprite::get_current_hitbox() const
+{
+ return Rectf(action->x_offset, action->y_offset, action->x_offset + action->hitbox_w, action->y_offset + action->hitbox_h);
+}
+
+void
+Sprite::set_angle(float a)
+{
+ angle = a;
+}
+
+float
+Sprite::get_angle() const
+{
+ return angle;
+}
+
+void
+Sprite::set_color(const Color& c)
+{
+ color = c;
+}
+
+Color
+Sprite::get_color() const
+{
+ return color;
+}
+
void
-Sprite::set_fps(float new_fps)
+Sprite::set_blend(const Blend& b)
{
- action->fps = new_fps;
+ blend = b;
}
+Blend
+Sprite::get_blend() const
+{
+ return blend;
+}
+/* EOF */