/*
- * Animation.h
+ * Animation.h
*
* Created on: Aug 11, 2012
* Author: holy
#include "../app/Application.h"
#include "../app/State.h"
#include "../app/Timer.h"
+#include "../geometry/operators.h"
#include "../geometry/Point.h"
+#include "../geometry/Vector.h"
#include <SDL.h>
public:
Animation()
- : sprite(0), frameTime(0), numFrames(0), col(0), row(0), repeat(false) { }
- Animation(const Sprite *sprite, int frameTime, int numFrames, int col = 0, int row = 0, bool repeat = false)
- : sprite(sprite), frameTime(frameTime), numFrames(numFrames), col(col), row(row), repeat(repeat) { }
+ : sprite(0), frameTime(0), colOffset(0), rowOffset(0), repeat(false) { }
+ Animation(const Sprite *sprite, int frameTime, bool repeat = false)
+ : sprite(sprite), frameTime(frameTime), colOffset(0), rowOffset(0), repeat(repeat) { }
+ virtual ~Animation() { };
public:
void Start(app::State &ctrl) {
void Stop() {
timer = app::Timer<Uint32>();
}
+ bool Started() const {
+ return timer.Started();
+ }
bool Running() const {
- return timer.Running() && (repeat || timer.Iteration() < numFrames);
+ return timer.Running() && (repeat || timer.Iteration() < NumFrames());
+ }
+ bool Finished() const {
+ return Started() && !Running();
}
- void Draw(SDL_Surface *dest, geometry::Point<int> position) {
- sprite->Draw(dest, position, col, Running() ? row + (timer.Iteration() % numFrames) : row);
+ bool JustFinished() const {
+ return timer.JustHit() && timer.Iteration() == 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; }
+
+ const Sprite *GetSprite() const { return sprite; }
+ void ChangeSprite(const Sprite *s) { sprite = s; }
+
+ virtual void Draw(SDL_Surface *dest, geometry::Point<int> position) const {
+ sprite->Draw(dest, position, Col() + ColOffset(), Row() + RowOffset());
+ }
+ void DrawTopRight(SDL_Surface *dest, geometry::Point<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width(), 0);
+ Draw(dest, position + offset);
+ }
+ void DrawCenter(SDL_Surface *dest, geometry::Point<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width() / 2, -sprite->Height() / 2);
+ Draw(dest, position + offset);
}
void DrawCenterBottom(SDL_Surface *dest, geometry::Point<int> position) const {
- sprite->DrawCenterBottom(dest, position, col, Running() ? row + (timer.Iteration() % numFrames) : row);
+ geometry::Vector<int> offset(-sprite->Width() / 2, -sprite->Height());
+ Draw(dest, position + offset);
}
+ int Frame() const { return Running() ? (timer.Iteration() % NumFrames()) : 0; }
+
+protected:
+ virtual int Col() const = 0;
+ virtual int Row() const = 0;
+ virtual int NumFrames() const = 0;
+
private:
const Sprite *sprite;
app::Timer<Uint32> timer;
int frameTime;
- int numFrames;
- int col;
- int row;
+ int colOffset;
+ int rowOffset;
bool repeat;
};
}
-#endif /* GRAPHICS_ANIMATION_H_ */
+#endif /* GRAPHICS_SIMPLEANIMATION_H_ */