1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
|
/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef ANIMATEDSPRITE_H
#define ANIMATEDSPRITE_H
#include "resources/spritedef.h"
#include <map>
#include <string>
class Animation;
class Graphics;
struct Frame;
/**
* Animates a sprite by adding playback state.
*/
class AnimatedSprite
{
public:
/**
* Constructor.
* @param sprite the sprite to animate
*/
AnimatedSprite(SpriteDef *sprite);
/**
* An helper function, which will request the sprite to animate
* from the resource manager.
*
* @param filename the file of the sprite to animate
* @param variant the sprite variant
*/
static AnimatedSprite *load(const std::string &filename,
int variant = 0);
/**
* Destructor.
*/
virtual ~AnimatedSprite();
/**
* Resets the animated sprite.
*/
void reset();
/**
* Plays an action using the current direction
*/
void play(SpriteAction action);
/**
* Inform the animation of the passed time so that it can output the
* correct animation frame.
*/
void update(int time);
/**
* Draw the current animation frame at the coordinates given in screen
* pixels.
*/
bool draw(Graphics* graphics, int posX, int posY) const;
/**
* gets the width in pixels of the image of the current frame
*/
int getWidth() const;
/**
* gets the height in pixels of the image of the current frame
*/
int getHeight() const;
/**
* Sets the direction.
*/
void setDirection(SpriteDirection direction);
/**
* Sets the alpha value of the animated sprite
*/
void setAlpha(float alpha)
{ mAlpha = alpha; }
/**
* Returns the current alpha opacity of the animated sprite.
*/
virtual float getAlpha() const
{ return mAlpha; }
private:
bool updateCurrentAnimation(unsigned int dt);
SpriteDirection mDirection; /**< The sprite direction. */
int mLastTime; /**< The last time update was called. */
int mFrameIndex; /**< The index of the current frame. */
int mFrameTime; /**< The time since start of frame. */
SpriteDef *mSprite; /**< The sprite definition. */
Action *mAction; /**< The currently active action. */
Animation *mAnimation; /**< The currently active animation. */
Frame *mFrame; /**< The currently active frame. */
float mAlpha; /**< The alpha opacity used to draw */
};
#endif
|