blob: 1a678ba2713b1da774c06cf10495b89c6510020a (
plain) (
blame)
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
|
#ifndef SPRITE_RENDERABLE_H_D3AACBBF
#define SPRITE_RENDERABLE_H_D3AACBBF
#include "component.h"
#include "animation.h"
#include <string>
class AnimatableComponent : public Component {
public:
/**
* Constructor for initializing the animation set, because it is not default
* constructible.
*/
AnimatableComponent(
AnimationSet animationSet) :
animationSet(std::move(animationSet))
{
}
/**
* The animation set that this entity will use -- an object describing the
* different animations that can be used to render the entity.
*
* @managed_by RealizingSystem
*/
AnimationSet animationSet;
/**
* The name of the currently active animation.
*
* @managed_by AnimatingSystem
*/
std::string animation;
/**
* For prototypes, the name of the original animation.
*
* @managed_by RealizingSystem
*/
std::string origAnimation;
/**
* Helper method for accessing the currently active animation.
*/
inline const Animation& getAnimation() const
{
return animationSet.getAnimation(animation);
}
/**
* The frame of animation that is currently being rendered.
*
* @managed_by AnimatingSystem
*/
size_t frame = 0;
/**
* The amount of time (in game frames) before the animation is advanced.
*
* @managed_by AnimatingSystem
*/
size_t countdown = 0;
/**
* This option allows to give the sprite a "flickering" effect (as in, it is
* not rendered in some frames).
*/
bool flickering = false;
/**
* Used for the flickering effect.
*
* @managed_by AnimatingSystem
*/
size_t flickerTimer = 0;
/**
* If enabled, this will prevent the sprite's animation from progressing (but
* will not affect things such as placement on screen and flickering).
*/
bool frozen = false;
/**
* If this flag is disabled, the entity will be ignored by the animating
* system.
*
* @managed_by RealizingSystem
*/
bool active = false;
};
#endif /* end of include guard: SPRITE_RENDERABLE_H_D3AACBBF */
|