- Sprite(SpriteData& data);
- Sprite(const Sprite& other);
- ~Sprite();
-
- /** Draw sprite, automatically calculates next frame */
- void draw(DrawingContext& context, const Vector& pos, int layer);
-
- void draw_part(DrawingContext& context, const Vector& source,
- const Vector& size, const Vector& pos, int layer);
-
- /** Set action (or state) */
- void set_action(std::string act, int loops = -1);
-
- /* Stop animation */
- void stop_animation()
- { animation_loops = 0; }
- /** Check if animation is stopped or not */
- bool check_animation();
-
- float get_fps() const
- { return action->fps; }
- /** Get current action total frames */
- int get_frames() const
- { return action->surfaces.size(); }
- /** Get sprite's name */
- const std::string& get_name() const
- { return data.name; }
- /** Get current action name */
- const std::string& get_action_name() const
- { return action->name; }
-
- int get_width() const;
- int get_height() const;
-
- /** Get current frame */
- int get_frame() const
- { return (int)frame; }
- /** Set current frame */
- void set_frame(int frame_)
- { if(frame_ > get_frames()) frame = 0; else frame = frame_; }
- Surface* get_frame(unsigned int frame)
- {
- assert(frame < action->surfaces.size());
- return action->surfaces[frame];
- }
+ Sprite(SpriteData& data);
+ Sprite(const Sprite& other);
+ ~Sprite();
+
+ /** Draw sprite, automatically calculates next frame */
+ void draw(DrawingContext& context, const Vector& pos, int layer);
+
+ void draw_part(DrawingContext& context, const Vector& source,
+ const Vector& size, const Vector& pos, int layer);
+
+ /** Set action (or state) */
+ void set_action(const std::string& act, int loops = -1);
+
+ /** Set number of animation cycles until animation stops */
+ void set_animation_loops(int loops = -1)
+ { animation_loops = loops; }
+
+ /** Set framerate */
+ void set_fps(float new_fps);
+
+ /* Stop animation */
+ void stop_animation()
+ { animation_loops = 0; }
+ /** Check if animation is stopped or not */
+ bool animation_done();
+
+ float get_fps() const
+ { return action->fps; }
+ /** Get current action total frames */
+ int get_frames() const
+ { return action->surfaces.size(); }
+ /** Get sprite's name */
+ const std::string& get_name() const
+ { return data.name; }
+ /** Get current action name */
+ const std::string& get_action() const
+ { return action->name; }
+
+ int get_width() const;
+ int get_height() const;
+
+ /** return x-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_x_offset() const;
+ /** return y-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_y_offset() const;
+ /** return width of current action's hitbox */
+ float get_current_hitbox_width() const;
+ /** return height of current action's hitbox */
+ float get_current_hitbox_height() const;
+ /** return current action's hitbox, relative to 0,0 */
+ Rect get_current_hitbox() const;
+
+ /** Set the angle of the sprite rotation in degree */
+ void set_angle(float angle);
+
+ /** Get the angle of the sprite rotation in degree */
+ float get_angle() const;
+
+ void set_color(const Color& color);
+
+ Color get_color() const;
+
+ void set_blend(const Blend& blend);
+
+ Blend get_blend() const;
+
+ /** Get current frame */
+ int get_frame() const
+ { return (int)frame; }
+ /** Set current frame */
+ void set_frame(int frame)
+ {
+ this->frame = (float) (frame % get_frames());
+ }
+ Surface* get_frame(unsigned int frame)
+ {
+ assert(frame < action->surfaces.size());
+ return action->surfaces[frame];
+ }