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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-13 20:50:21 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-13 20:50:21 -0500
commit470b1d43fb6f8e17624ee90f87270de5bd6ff77e (patch)
tree966f1e18d496f12c3273684be299573e4bf443ec /src/animation_system.cpp
parented933607765a6e010689aaaf85184053ff6e8a2b (diff)
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Added lightning sprite to mailbox event
Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change.

Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees.

Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
Diffstat (limited to 'src/animation_system.cpp')
-rw-r--r--src/animation_system.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/src/animation_system.cpp b/src/animation_system.cpp index 3f3f22a..c43d0ca 100644 --- a/src/animation_system.cpp +++ b/src/animation_system.cpp
@@ -65,7 +65,7 @@ void AnimationSystem::initSprite(int spriteId, std::string_view filename) {
65 std::string animLine; 65 std::string animLine;
66 std::getline(datafile, animLine); // blank 66 std::getline(datafile, animLine); // blank
67 while (std::getline(datafile, animLine)) { 67 while (std::getline(datafile, animLine)) {
68 std::regex re(R"(([a-z!]+)\[([a-z_]+)\]: ([0-9,]+))"); 68 std::regex re(R"(([a-z!_]+)\[([a-z_]+)\]: ([0-9,]+))");
69 std::smatch m; 69 std::smatch m;
70 std::regex_match(animLine, m, re); 70 std::regex_match(animLine, m, re);
71 71
@@ -96,14 +96,13 @@ void AnimationSystem::tick(double dt) {
96 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { 96 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) {
97 if (sprite.isAnimated && !sprite.animFinished) { 97 if (sprite.isAnimated && !sprite.animFinished) {
98 sprite.animationFrame++; 98 sprite.animationFrame++;
99 if (sprite.animations[sprite.animationId].looping) { 99
100 if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size()) { 100 if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size()) {
101 if (sprite.animations[sprite.animationId].looping) {
101 sprite.animationFrame = 0; 102 sprite.animationFrame = 0;
102 } 103 } else {
103 } else {
104 if (sprite.animationFrame >= sprite.animations[sprite.animationId].frameIndices.size() - 1) {
105 sprite.animationFrame = sprite.animations[sprite.animationId].frameIndices.size() - 1;
106 sprite.animFinished = true; 104 sprite.animFinished = true;
105 sprite.animationFrame = sprite.animations[sprite.animationId].frameIndices.size() - 1;
107 } 106 }
108 } 107 }
109 } 108 }