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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-02 23:05:46 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-02 23:05:46 +0000
commit8676da1517a86105e4cb4970fd3a7886f7d0c214 (patch)
tree5c4b3b7748c62d9375799f375e13c4b58a89498a /src/animatedsprite.cpp
parent8714de88fe9715b5a4014f16d15bc55f8860cdcf (diff)
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Some cleanups, fixes and a small start on a solution for the animated sprite
synchronization problem (resetting all animations).
Diffstat (limited to 'src/animatedsprite.cpp')
-rw-r--r--src/animatedsprite.cpp53
1 files changed, 31 insertions, 22 deletions
diff --git a/src/animatedsprite.cpp b/src/animatedsprite.cpp
index 0e93ad97..3ea400ac 100644
--- a/src/animatedsprite.cpp
+++ b/src/animatedsprite.cpp
@@ -228,6 +228,19 @@ AnimatedSprite::~AnimatedSprite()
}
void
+AnimatedSprite::reset()
+{
+ // Reset all defined actions (because of aliases, some will be resetted
+ // multiple times)
+ for (ActionIterator i = mActions.begin(); i != mActions.end(); ++i)
+ {
+ //TODO: If resetting everything is really a nice way of fixing the
+ // synchronization issues, finish implementing this.
+ //i->second->reset();
+ }
+}
+
+void
AnimatedSprite::play(SpriteAction action, int time)
{
ActionIterator i = mActions.find(action);
@@ -306,66 +319,62 @@ AnimatedSprite::makeSpriteAction(const std::string& action)
return ACTION_STAND;
}
else if (action == "walk") {
- return ACTION_WALK;
+ return ACTION_WALK;
}
else if (action == "run") {
- return ACTION_RUN;
+ return ACTION_RUN;
}
else if (action == "attack") {
- return ACTION_ATTACK;
+ return ACTION_ATTACK;
}
else if (action == "attack_swing") {
- return ACTION_ATTACK_SWING;
+ return ACTION_ATTACK_SWING;
}
else if (action == "attack_stab") {
- return ACTION_ATTACK_STAB;
+ return ACTION_ATTACK_STAB;
}
else if (action == "attack_bow") {
- return ACTION_ATTACK_BOW;
+ return ACTION_ATTACK_BOW;
}
else if (action == "attack_throw") {
- return ACTION_ATTACK_THROW;
+ return ACTION_ATTACK_THROW;
}
else if (action == "cast_magic") {
- return ACTION_CAST_MAGIC;
+ return ACTION_CAST_MAGIC;
}
else if (action == "use_item") {
- return ACTION_USE_ITEM;
+ return ACTION_USE_ITEM;
}
else if (action == "sit") {
- return ACTION_SIT;
+ return ACTION_SIT;
}
else if (action == "sleep") {
- return ACTION_SLEEP;
+ return ACTION_SLEEP;
}
else if (action == "hurt") {
- return ACTION_HURT;
+ return ACTION_HURT;
}
else if (action == "dead") {
- return ACTION_DEAD;
+ return ACTION_DEAD;
}
- else
- {
+ else {
return ACTION_DEFAULT;
}
}
-
-
SpriteDirection
AnimatedSprite::makeSpriteDirection(const std::string& direction)
{
if (direction == "up") {
- return DIRECTION_UP;
+ return DIRECTION_UP;
}
else if (direction == "left") {
- return DIRECTION_LEFT;
+ return DIRECTION_LEFT;
}
else if (direction == "right") {
- return DIRECTION_RIGHT;
+ return DIRECTION_RIGHT;
}
- else
- {
+ else {
return DIRECTION_DOWN;
}
}