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#include "animating.h"
#include "game.h"
#include "components/animatable.h"
#include "components/transformable.h"
void AnimatingSystem::tick(double)
{
std::set<id_type> spriteEntities =
game_.getEntityManager().getEntitiesWithComponents<AnimatableComponent>();
for (id_type entity : spriteEntities)
{
auto& sprite = game_.getEntityManager().
getComponent<AnimatableComponent>(entity);
sprite.setCountdown(sprite.getCountdown() + 1);
const Animation& anim = sprite.getAnimation();
if (sprite.getCountdown() >= anim.getDelay())
{
sprite.setFrame(sprite.getFrame() + 1);
sprite.setCountdown(0);
if (sprite.getFrame() >= anim.getFirstFrame() + anim.getNumFrames())
{
sprite.setFrame(anim.getFirstFrame());
}
}
}
}
void AnimatingSystem::render(Texture& texture)
{
std::set<id_type> spriteEntities =
game_.getEntityManager().getEntitiesWithComponents<
AnimatableComponent,
TransformableComponent>();
for (id_type entity : spriteEntities)
{
auto& sprite = game_.getEntityManager().
getComponent<AnimatableComponent>(entity);
auto& transform = game_.getEntityManager().
getComponent<TransformableComponent>(entity);
Rectangle dstrect {
static_cast<int>(transform.getX()),
static_cast<int>(transform.getY()),
transform.getW(),
transform.getH()};
const AnimationSet& aset = sprite.getAnimationSet();
texture.blit(
aset.getTexture(),
aset.getFrameRect(sprite.getFrame()),
dstrect);
}
}
void AnimatingSystem::startAnimation(id_type entity, std::string animation)
{
auto& sprite = game_.getEntityManager().
getComponent<AnimatableComponent>(entity);
sprite.setAnimation(animation);
sprite.setFrame(sprite.getAnimation().getFirstFrame());
}
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