bootleg-game-engine/src/sprite.cpp

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#include "sprite.h"
Sprite::Sprite(SDL_Renderer *renderer, SDL_Surface *surface)
{
Texture = SDL_CreateTextureFromSurface(renderer, surface);
dstrect = { 0, 0, surface->w, surface->h };
}
Sprite::~Sprite()
{
SDL_DestroyTexture(Texture);
}
void Sprite::draw(SDL_Renderer* renderer, std::string frame, bool autoRect, bool flip)
{
if (frames.find(frame) == frames.end())
{
printf("Frame not found\n");
return;
}
if (autoRect)
{
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
}
SDL_SetTextureAlphaMod(Texture, 255);
dstrect.w *= scale.x;
dstrect.h *= scale.y;
SDL_RenderCopyEx(renderer, Texture, &frames[frame], &dstrect, angle, NULL, flip ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
}
void Sprite::addFrame(std::string name, SDL_Rect rect)
{
frames[name] = rect;
}
void Sprite::move(int_vec2 position)
{
dstrect = { position.x, position.y, dstrect.w, dstrect.h };
}
int_vec2 Sprite::getSize(std::string frame)
{
size = { frames[frame].w, frames[frame].h };
return size;
}
void Sprite::autorect(std::string frame)
{
dstrect = { dstrect.x, dstrect.y, frames[frame].w, frames[frame].h };
}
Animation::Animation(std::map<std::string, SDL_Rect> frames, Sprite* sprite, int frameDuration)
{
this->sprite = sprite;
this->frameDuration = frameDuration;
for (auto const& x : frames)
{
this->frames.push_back(x.first);
this->sprite->addFrame(x.first, x.second);
}
currentFrameName = this->frames[0];
}
void Animation::update()
{
frameCounter++;
if (frameCounter >= frameDuration)
{
frameCounter = 0;
if (pingpong)
{
frameIndex += frameDirection;
if (frameIndex >= frames.size() - 1 || frameIndex <= 0)
{
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if (!loop)
{
frameDirection = 0;
} else {
frameDirection *= -1;
}
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}
}
else
{
frameIndex++;
if (frameIndex >= frames.size())
{
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if (!loop)
{
frameIndex = frames.size() - 1;
} else {
frameIndex = 0;
}
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}
}
currentFrameName = frames[frameIndex];
}
}
void Animation::draw(SDL_Renderer* renderer, bool autoRect, bool flip)
{
sprite->draw(renderer, currentFrameName, autoRect, flip);
}
AnimationManager::AnimationManager(Sprite* sprite)
{
this->sprite = sprite;
}
void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_Rect> frames, int frameDuration, bool flip, bool autoRect, bool loop, bool pingpong)
{
animations[name] = new Animation(frames, sprite, frameDuration);
this->flip[name] = flip;
this->autoRect[name] = autoRect;
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animations[name]->loop = loop;
animations[name]->pingpong = pingpong;
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}
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void autorect(std::string frame);
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void AnimationManager::setAnimation(std::string name)
{
currentAnimation = name;
}
void AnimationManager::update()
{
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animations[currentAnimation]->update();
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}
void AnimationManager::draw(SDL_Renderer* renderer)
{
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animations[currentAnimation]->draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
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}