/* Copyright (C) 2018 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "sprites.h" static void animateSprite(Sprite *s); static Tuple spriteMapHead; static Sprite spriteHead; /*static Sprite *spriteTail;*/ int getSpriteIndex(char *key) { Tuple *t; for (t = spriteMapHead.next ; t != NULL ; t = t->next) { if (strcmp(t->key, key) == 0) { return t->value.i; } } SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "No such sprite '%s'", key); exit(1); return -1; } Sprite *getSpriteByIndex(int x) { Sprite *s; int i; for (s = spriteHead.next ; s != NULL ; s = s->next) { if (i == x) { return s; } i++; } return NULL; } Sprite *getSprite(char *name) { Sprite *s; for (s = spriteHead.next ; s != NULL ; s = s->next) { if (strcmp(s->name, name) == 0) { return s; } } SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "No such sprite '%s'", name); exit(1); return NULL; } void animateSprites(void) { Sprite *s; for (s = spriteHead.next ; s != NULL ; s = s->next) { animateSprite(s); } } void addSpriteFrame(Sprite *s, SDL_Rect frame, int time) { s->frames[s->numFrames] = frame; s->times[s->numFrames] = time; s->numFrames++; } static void animateSprite(Sprite *s) { if (s->currentTime != -1) { s->currentTime--; if (s->currentTime <= 0) { s->currentFrame = wrap(++s->currentFrame, 0, s->numFrames - 1); s->currentTime = s->times[s->currentFrame]; } } } SDL_Rect getCurrentFrame(Sprite *s) { return s->frames[s->currentFrame]; } void loadGameSprites(void) { } void loadSpriteList(char *filename) { } void loadSprites(cJSON *root) { } void destroySprites(void) { } void addSpriteFrames(Sprite *sprite, cJSON *root) { }