fix animation manager
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parent
8091651cc7
commit
5813da7e97
@ -49,7 +49,7 @@ class Animation
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class AnimationManager
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{
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private:
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std::map<std::string, Animation> *animations;
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std::map<std::string, Animation*> animations;
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std::map<std::string, bool> flip;
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std::map<std::string, bool> autoRect;
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std::string currentAnimation;
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@ -14,4 +14,4 @@ private:
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public:
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Text(TTF_Font* font, SDL_Color color);
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void draw(SDL_Renderer* renderer, std::string text, int x, int y);
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};
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};
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3
makefile
3
makefile
@ -13,5 +13,8 @@ $(TARGET): $(OBJ)
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build/%.o: src/%.cpp
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@$(CXX) -c -o $@ $< $(CXXFLAGS)
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dirs:
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@mkdir -p build/x86_64
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clean:
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@rm -f $(OBJ) $(TARGET)
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@ -54,7 +54,7 @@ int main(int argc, char* argv[])
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// Create sprite and animation
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Sprite* sprite = new Sprite(renderer, assets);
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AnimationManager* animations = new AnimationManager(sprite);
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animations->addAnimation("idle", frames);
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animations->addAnimation("idle", frames, 10, false, true, true, true);
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animations->setAnimation("idle");
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// Main loop
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@ -76,8 +76,8 @@ int main(int argc, char* argv[])
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animations->update();
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// Clear screen
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 100, 100, 255, 255);
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SDL_RenderClear(renderer);
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// Draw sprite
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animations->draw(renderer);
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@ -106,10 +106,10 @@ void AnimationManager::addAnimation(std::string name, std::map<std::string, SDL_
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animations[name] = new Animation(frames, sprite, frameDuration);
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this->flip[name] = flip;
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this->autoRect[name] = autoRect;
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animations[name].loop = loop;
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animations[name].pingpong = pingpong;
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animations[name]->loop = loop;
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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)
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{
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currentAnimation = name;
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@ -117,10 +117,10 @@ void AnimationManager::setAnimation(std::string name)
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void AnimationManager::update()
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{
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animations[currentAnimation].update();
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animations[currentAnimation]->update();
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}
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void AnimationManager::draw(SDL_Renderer* renderer)
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{
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animations[currentAnimation].draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
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animations[currentAnimation]->draw(renderer, autoRect[currentAnimation], flip[currentAnimation]);
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}
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