Round frame on checking for last frame, so that the last frame is used.
[supertux.git] / lib / special / sprite.cpp
index 6ffea6a..0e5fddf 100644 (file)
@@ -119,7 +119,7 @@ Sprite::reset()
 {
 frame = 0;
 last_tick = SDL_GetTicks();
-animation_reversed = true;
+animation_reversed = false;
 next_action.clear();
 }
 
@@ -130,9 +130,9 @@ return animation_loops;
 }
 
 void
-Sprite::reverse_animation()
+Sprite::reverse_animation(bool reverse)
 {
-animation_reversed = !animation_reversed;
+animation_reversed = reverse;
 
 if(animation_reversed)
   frame = get_frames()-1;
@@ -147,24 +147,23 @@ if(animation_loops == 0)
   return;
 
 float frame_inc = (action->fps/1000.0) * (SDL_GetTicks() - last_tick);
+last_tick = SDL_GetTicks();
 
 if(animation_reversed)
   frame -= frame_inc;
 else
   frame += frame_inc;
 
-last_tick = SDL_GetTicks();
-
 if(animation_reversed)
   {
   float excedent = frame - 0;
-  if(excedent < 0 || excedent >= get_frames())
+  if((int)excedent < 0 || excedent >= get_frames())
     {  // last case can happen when not used reverse_animation()
     frame = get_frames() - 1;
     if(animation_loops > 0)
       {
       animation_loops--;
-      if(animation_loops == 0)
+      if(animation_loops == 0 && !next_action.empty())
         {
         set_action(next_action);
         start_animation(-1);
@@ -178,13 +177,13 @@ if(animation_reversed)
 else
   {
   float excedent = frame - action->surfaces.size();
-  if(excedent >= 0)
+  if((int)excedent >= 0)
     {
     frame = 0;
     if(animation_loops > 0)
       {
       animation_loops--;
-      if(animation_loops == 0)
+      if(animation_loops == 0 && !next_action.empty())
         {
         set_action(next_action);
         start_animation(-1);