Termination::abort("Error: If there are more than one action, they need names!", "");
lispreader.read_int("x-offset", action->x_offset);
lispreader.read_int("y-offset", action->y_offset);
+ lispreader.read_int("z-order", action->z_order);
lispreader.read_float("fps", action->fps);
std::vector<std::string> images;
if(!lispreader.read_string_vector("images", images))
Termination::abort("Sprite contains no images: ", action->name.c_str());
- for(std::vector<std::string>::size_type i = 0; i < images.size(); ++i)
+ for(std::vector<std::string>::size_type i = 0; i < images.size(); i++)
{
action->surfaces.push_back(
new Surface(datadir + "/images/" + images[i], true));
- }
+ }
+
+ // TODO: add a top filter entry
+ std::vector <int> mask_color;
+ lispreader.read_int_vector("apply-mask", mask_color);
+ if(mask_color.size() == 4)
+ {
+ for(std::vector<Surface*>::iterator i = action->surfaces.begin();
+ i < action->surfaces.end(); i++)
+ {
+ (*i)->apply_mask(Color(mask_color));
+ }
+ }
actions[action->name] = action;
}
+/*void Sprite::parse_filter(LispReader& lispreader)
+{
+
+}*/
+
void
Sprite::init_defaults(Action* act)
{
act->x_offset = 0;
act->y_offset = 0;
+ act->z_order = 0;
act->fps = 10;
start_animation(-1);
return;
}
action = i->second;
+
+if((int)frame >= get_frames())
+ frame = 0;
}
void
}
else
{
- float excedent = frame - action->surfaces.size();
+ float excedent = frame - (get_frames()+1);
if((int)excedent >= 0)
{
frame = 0;
if((int)frame >= get_frames() || (int)frame < 0)
std::cerr << "Warning: frame out of range: " << (int)frame
- << "/" << get_frames() << " at sprite: " << get_name()
+ << "/" << get_frames() << " at " << get_name()
<< "/" << get_action_name() << std::endl;
else
context.draw_surface(action->surfaces[(int)frame],
- pos - Vector(action->x_offset, action->y_offset), layer, drawing_effect);
+ pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
+ drawing_effect);
}
-#if 0
void
-Sprite::draw_part(float sx, float sy, float x, float y, float w, float h)
+Sprite::draw_part(DrawingContext& context, const Vector& source, const Vector& size,
+ const Vector& pos, int layer, Uint32 drawing_effect)
{
- time = SDL_GetTicks();
- unsigned int frame = get_current_frame();
+ update();
- if (frame < surfaces.size())
- surfaces[frame]->draw_part(sx, sy, x - x_offset, y - y_offset, w, h);
+ if((int)frame >= get_frames() || (int)frame < 0)
+ std::cerr << "Warning: frame out of range: " << (int)frame
+ << "/" << get_frames() << " at sprite: " << get_name()
+ << "/" << get_action_name() << std::endl;
+ else
+ context.draw_surface_part(action->surfaces[(int)frame], source, size,
+ pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
+ drawing_effect);
}
-#endif
int
Sprite::get_width()