From 487a86fe7dc9904f445d91667095f641f72f7c81 Mon Sep 17 00:00:00 2001 From: Jared Adams Date: Thu, 20 May 2010 01:35:17 -0600 Subject: Buffer layered sprites under SDL This improves framerate and allows transparent overlay for complex sprites. Two copies of the buffer are kept, one at full opacity, one with variable opactiy, to reduce calls to setAlpha. Reviewed-by: Bertram --- src/animatedsprite.cpp | 34 ++++++++++++++++++++++++++-------- 1 file changed, 26 insertions(+), 8 deletions(-) (limited to 'src/animatedsprite.cpp') diff --git a/src/animatedsprite.cpp b/src/animatedsprite.cpp index bc595f79..3e4104a9 100644 --- a/src/animatedsprite.cpp +++ b/src/animatedsprite.cpp @@ -70,18 +70,22 @@ AnimatedSprite::~AnimatedSprite() mSprite->decRef(); } -void AnimatedSprite::reset() +bool AnimatedSprite::reset() { + bool ret = mFrameIndex !=0 || mFrameTime != 0 || mLastTime != 0; + mFrameIndex = 0; mFrameTime = 0; mLastTime = 0; + + return ret; } -void AnimatedSprite::play(SpriteAction spriteAction) +bool AnimatedSprite::play(SpriteAction spriteAction) { Action *action = mSprite->getAction(spriteAction); if (!action) - return; + return false; mAction = action; Animation *animation = mAction->getAnimation(mDirection); @@ -92,10 +96,14 @@ void AnimatedSprite::play(SpriteAction spriteAction) mFrame = mAnimation->getFrame(0); reset(); + + return true; } + + return false; } -void AnimatedSprite::update(int time) +bool AnimatedSprite::update(int time) { // Avoid freaking out at first frame or when tick_time overflows if (time < mLastTime || mLastTime == 0) @@ -103,16 +111,22 @@ void AnimatedSprite::update(int time) // If not enough time has passed yet, do nothing if (time <= mLastTime || !mAnimation) - return; + return false; unsigned int dt = time - mLastTime; mLastTime = time; + Animation *animation = mAnimation; + Frame *frame = mFrame; + if (!updateCurrentAnimation(dt)) { // Animation finished, reset to default play(ACTION_STAND); } + + // Make sure something actually changed + return animation != mAnimation || frame != mFrame; } bool AnimatedSprite::updateCurrentAnimation(unsigned int time) @@ -159,14 +173,14 @@ bool AnimatedSprite::draw(Graphics *graphics, int posX, int posY) const posY + mFrame->offsetY); } -void AnimatedSprite::setDirection(SpriteDirection direction) +bool AnimatedSprite::setDirection(SpriteDirection direction) { if (mDirection != direction) { mDirection = direction; if (!mAction) - return; + return false; Animation *animation = mAction->getAnimation(mDirection); @@ -176,7 +190,11 @@ void AnimatedSprite::setDirection(SpriteDirection direction) mFrame = mAnimation->getFrame(0); reset(); } + + return true; } + + return false; } int AnimatedSprite::getWidth() const @@ -195,7 +213,7 @@ int AnimatedSprite::getHeight() const return 0; } -Image* AnimatedSprite::getImage() const +const Image* AnimatedSprite::getImage() const { return mFrame ? mFrame->image : 0; } -- cgit v1.2.3-60-g2f50