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Diffstat (limited to 'src/components/animatable.h')
-rw-r--r-- | src/components/animatable.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/src/components/animatable.h b/src/components/animatable.h new file mode 100644 index 0000000..1a678ba --- /dev/null +++ b/src/components/animatable.h | |||
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1 | #ifndef SPRITE_RENDERABLE_H_D3AACBBF | ||
2 | #define SPRITE_RENDERABLE_H_D3AACBBF | ||
3 | |||
4 | #include "component.h" | ||
5 | #include "animation.h" | ||
6 | #include <string> | ||
7 | |||
8 | class AnimatableComponent : public Component { | ||
9 | public: | ||
10 | |||
11 | /** | ||
12 | * Constructor for initializing the animation set, because it is not default | ||
13 | * constructible. | ||
14 | */ | ||
15 | AnimatableComponent( | ||
16 | AnimationSet animationSet) : | ||
17 | animationSet(std::move(animationSet)) | ||
18 | { | ||
19 | } | ||
20 | |||
21 | /** | ||
22 | * The animation set that this entity will use -- an object describing the | ||
23 | * different animations that can be used to render the entity. | ||
24 | * | ||
25 | * @managed_by RealizingSystem | ||
26 | */ | ||
27 | AnimationSet animationSet; | ||
28 | |||
29 | /** | ||
30 | * The name of the currently active animation. | ||
31 | * | ||
32 | * @managed_by AnimatingSystem | ||
33 | */ | ||
34 | std::string animation; | ||
35 | |||
36 | /** | ||
37 | * For prototypes, the name of the original animation. | ||
38 | * | ||
39 | * @managed_by RealizingSystem | ||
40 | */ | ||
41 | std::string origAnimation; | ||
42 | |||
43 | /** | ||
44 | * Helper method for accessing the currently active animation. | ||
45 | */ | ||
46 | inline const Animation& getAnimation() const | ||
47 | { | ||
48 | return animationSet.getAnimation(animation); | ||
49 | } | ||
50 | |||
51 | /** | ||
52 | * The frame of animation that is currently being rendered. | ||
53 | * | ||
54 | * @managed_by AnimatingSystem | ||
55 | */ | ||
56 | size_t frame = 0; | ||
57 | |||
58 | /** | ||
59 | * The amount of time (in game frames) before the animation is advanced. | ||
60 | * | ||
61 | * @managed_by AnimatingSystem | ||
62 | */ | ||
63 | size_t countdown = 0; | ||
64 | |||
65 | /** | ||
66 | * This option allows to give the sprite a "flickering" effect (as in, it is | ||
67 | * not rendered in some frames). | ||
68 | */ | ||
69 | bool flickering = false; | ||
70 | |||
71 | /** | ||
72 | * Used for the flickering effect. | ||
73 | * | ||
74 | * @managed_by AnimatingSystem | ||
75 | */ | ||
76 | size_t flickerTimer = 0; | ||
77 | |||
78 | /** | ||
79 | * If enabled, this will prevent the sprite's animation from progressing (but | ||
80 | * will not affect things such as placement on screen and flickering). | ||
81 | */ | ||
82 | bool frozen = false; | ||
83 | |||
84 | /** | ||
85 | * If this flag is disabled, the entity will be ignored by the animating | ||
86 | * system. | ||
87 | * | ||
88 | * @managed_by RealizingSystem | ||
89 | */ | ||
90 | bool active = false; | ||
91 | }; | ||
92 | |||
93 | #endif /* end of include guard: SPRITE_RENDERABLE_H_D3AACBBF */ | ||