From cefe66cdbb8786dc455657376e36f0ff8785d5bc Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Thu, 8 Feb 2018 12:34:42 -0500 Subject: Introduced animated sprites Also restyled a lot of the code. --- src/systems/rendering.cpp | 40 ++++++++++++++++++++++++++++------------ 1 file changed, 28 insertions(+), 12 deletions(-) (limited to 'src/systems/rendering.cpp') diff --git a/src/systems/rendering.cpp b/src/systems/rendering.cpp index 251c2bc..8219732 100644 --- a/src/systems/rendering.cpp +++ b/src/systems/rendering.cpp @@ -3,19 +3,35 @@ #include "components/animatable.h" #include "components/transformable.h" -void RenderingSystem::tick(double dt) +void RenderingSystem::tick(double) { - texture.fill(texture.entirety(), 0, 0, 0); - - std::set spriteEntities = game.getEntityManager().getEntitiesWithComponents(); - for (int entity : spriteEntities) + texture_.fill(texture_.entirety(), 0, 0, 0); + + std::set spriteEntities = + game_.getEntityManager().getEntitiesWithComponents< + AnimatableComponent, + TransformableComponent>(); + + for (id_type entity : spriteEntities) { - auto& sprite = game.getEntityManager().getComponent(entity); - auto& transform = game.getEntityManager().getComponent(entity); - Rectangle dstrect {(int) transform.getX(), (int) transform.getY(), transform.getW(), transform.getH()}; - - texture.blit(sprite.getTexture(), sprite.getFrameRect(), dstrect); + auto& sprite = game_.getEntityManager(). + getComponent(entity); + + auto& transform = game_.getEntityManager(). + getComponent(entity); + + Rectangle dstrect { + static_cast(transform.getX()), + static_cast(transform.getY()), + transform.getW(), + transform.getH()}; + + const AnimationSet& aset = sprite.getAnimationSet(); + texture_.blit( + aset.getTexture(), + aset.getFrameRect(sprite.getFrame()), + dstrect); } - - texture.renderScreen(); + + texture_.renderScreen(); } -- cgit 1.4.1