// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// 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
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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.
/** Set action (or state) */
void set_action(const std::string& act, int loops = -1);
+ /** Set framerate */
+ void set_fps(float new_fps);
+
/* Stop animation */
void stop_animation()
{ animation_loops = 0; }
/** Check if animation is stopped or not */
- bool check_animation();
+ bool animation_done();
float get_fps() const
{ return action->fps; }
const std::string& get_name() const
{ return data.name; }
/** Get current action name */
- const std::string& get_action_name() const
+ const std::string& get_action() const
{ return action->name; }
int get_width() const;
int get_height() const;
+ /** return x-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_x_offset() const;
+ /** return y-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_y_offset() const;
+ /** return width of current action's hitbox */
+ float get_current_hitbox_width() const;
+ /** return height of current action's hitbox */
+ float get_current_hitbox_height() const;
+
/** Get current frame */
int get_frame() const
{ return (int)frame; }
/** Set current frame */
- void set_frame(int frame_)
- { if(frame_ > get_frames()) frame = 0; else frame = frame_; }
+ void set_frame(int frame)
+ {
+ this->frame = (frame % get_frames());
+ }
Surface* get_frame(unsigned int frame)
{
assert(frame < action->surfaces.size());
float frame;
int animation_loops;
- Uint32 last_ticks;
+ float last_ticks;
SpriteData::Action* action;
};