118 lines
2.7 KiB
C
118 lines
2.7 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "animation.h"
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#include "timer.h"
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#include "camera.h"
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#include "sprite.h"
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#include "util.h"
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Animation *
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animation_create(unsigned int clipCount)
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{
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Animation *animation = ec_malloc(sizeof(Animation)
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+ clipCount * sizeof(AnimationClip));
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animation->clipTimer = _timer_create();
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animation->clipCount = clipCount;
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animation->currentClip = 0;
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animation->loop = true;
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animation->running = false;
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animation->sprite = sprite_create();
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return animation;
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}
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void
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animation_load_texture(Animation *animation, const char *path, SDL_Renderer *renderer)
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{
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sprite_load_texture(animation->sprite, path, 0, renderer);
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}
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void
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animation_update(Animation *animation)
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{
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if (!animation->running) {
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return;
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}
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if (!timer_started(animation->clipTimer)) {
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timer_start(animation->clipTimer);
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}
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if (timer_get_ticks(animation->clipTimer)
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> animation->clips[animation->currentClip].renderTime)
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{
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animation->currentClip++;
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if (animation->currentClip >= animation->clipCount) {
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animation->currentClip = 0;
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if (!animation->loop) {
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animation_stop(animation);
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return;
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}
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timer_start(animation->clipTimer);
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}
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}
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animation->sprite->clip = (SDL_Rect) {
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animation->clips[animation->currentClip].x,
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animation->clips[animation->currentClip].y,
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animation->clips[animation->currentClip].w,
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animation->clips[animation->currentClip].h
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};
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}
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void
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animation_render(Animation *animation, Camera *camera)
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{
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if (!animation->running) {
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return;
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}
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sprite_render(animation->sprite, camera);
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}
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void
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animation_set_frames(Animation *animation, AnimationClip clips[])
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{
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for (size_t i = 0; i < animation->clipCount; i++) {
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animation->clips[i] = clips[i];
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}
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}
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void
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animation_run(Animation *a)
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{
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a->running = true;
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}
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void
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animation_stop(Animation *a)
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{
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a->running = false;
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a->currentClip = 0;
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timer_stop(a->clipTimer);
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}
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void
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animation_destroy(Animation *animation)
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{
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timer_destroy(animation->clipTimer);
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sprite_destroy(animation->sprite);
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free(animation);
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}
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