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#ifndef SPRITE_RENDERABLE_H_D3AACBBF
#define SPRITE_RENDERABLE_H_D3AACBBF
#include "component.h"
#include "animation.h"
#include <string>
class AnimatableComponent : public Component {
public:
AnimatableComponent(
AnimationSet animationSet,
std::string animation) :
animationSet_(std::move(animationSet)),
animation_(std::move(animation))
{
}
inline size_t getFrame() const
{
return frame_;
}
inline void setFrame(size_t v)
{
frame_ = v;
}
inline size_t getCountdown() const
{
return countdown_;
}
inline void setCountdown(size_t v)
{
countdown_ = v;
}
inline const AnimationSet& getAnimationSet() const
{
return animationSet_;
}
inline const Animation& getAnimation() const
{
return animationSet_.getAnimation(animation_);
}
inline void setAnimation(std::string animation)
{
animation_ = std::move(animation);
}
inline bool isFlickering() const
{
return flickering_;
}
inline void setFlickering(bool v)
{
flickering_ = v;
}
inline size_t getFlickerTimer() const
{
return flickerTimer_;
}
inline void setFlickerTimer(size_t v)
{
flickerTimer_ = v;
}
inline bool isFrozen() const
{
return frozen_;
}
inline void setFrozen(bool v)
{
frozen_ = v;
}
private:
AnimationSet animationSet_;
std::string animation_;
size_t frame_ = 0;
size_t countdown_ = 0;
bool flickering_ = false;
size_t flickerTimer_ = 0;
bool frozen_ = false;
};
#endif /* end of include guard: SPRITE_RENDERABLE_H_D3AACBBF */
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