+ 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 ChangeSprite(const Sprite *s) { sprite = s; }
+ const Sprite *GetSprite() const { return sprite; }
+
+ void Draw(SDL_Surface *dest, geometry::Vector<int> position) const {
+ sprite->Draw(dest, position + animation->Offset(Frame()), animation->Col(Frame()) + ColOffset(), animation->Row(Frame()) + RowOffset());
+ }
+ void DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width(), 0);
+ Draw(dest, position + offset);
+ }
+ void DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const {
+ Draw(dest, position - (sprite->Size() / 2));
+ }
+ void DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width() / 2, -sprite->Height());
+ Draw(dest, position + offset);
+ }
+
+ int Frame() const { return Running() ? (timer.Iteration() % animation->NumFrames()) : 0; }
+