+ return timer.Running() && (animation->Repeat() || timer.Iteration() < animation->NumFrames());
+ }
+ bool Finished() const {
+ return Started() && !Running();
+ }
+ bool JustFinished() const {
+ return timer.JustHit() && timer.Iteration() == animation->NumFrames();
+ }
+
+ const app::Timer<Uint32> &GetTimer() { return timer; }
+
+ void SetColOffset(int offset) { colOffset = offset; }
+ int ColOffset() const { return colOffset; }
+ void SetRowOffset(int offset) { rowOffset = offset; }
+ int RowOffset() const { return rowOffset; }
+
+ void Draw(SDL_Surface *dest, geometry::Point<int> position) const {
+ animation->GetSprite()->Draw(dest, position + animation->Offset(Frame()), animation->Col(Frame()) + ColOffset(), animation->Row(Frame()) + RowOffset());